Two entry points
- Text → 3D — describe what you want in words. Quickest from a blank slate.
- Image → 3D — upload a reference (concept art, a sketch, or a generated image). Best for matching a specific visual target.
Picking an engine
| Engine | Strengths | Trade-offs |
|---|---|---|
| Tripo Slim | Fast, low credit cost | Less geometry detail |
| Tripo Standard | Balanced quality/speed default | — |
| Tripo Ultra | High-detail meshes | Slower, more credits |
| Tripo P1 Game Ready | Pre-optimized topology for games | Limited style range |
| Meshy 6 | Strong texture quality | Higher credit cost |
| Trellis 2 | Sharp silhouettes, stylized | Geometry can be heavy |
Output for game engines
To get a low-poly, riggable mesh:
- Generate with Tripo P1 Game Ready or
- Generate with any engine, then run Highpoly → Lowpoly remesh on the result.
Remesh gives you a target tri count plus clean topology. The cost is lower than a fresh generation.
Rigging and animation
Supported engines produce a mesh with a humanoid-compatible skeleton. From there:
- Use Auto-rigging to attach a skeleton if one isn't present.
- Use Animation retarget (beta) to apply a stock animation.
- Export to FBX/GLB for Unity, Unreal, or Blender.
Common pitfalls
- Asking for too many details in a single generation produces fragile geometry. Generate base form first, refine textures separately.
- Symmetry hints ("perfectly symmetrical", "front-facing pose") improve mesh quality for character generation.
- Multi-object prompts ("a sword and a shield") often produce one fused mesh — generate separately and combine in your DCC.