3D
tripo-tools
Make a 3D model, then resurface, clean or split it.
<!-- Generated by apps/docs/scripts/gen-tools.mjs. Do not edit here: the words live in apps/web/src/lib/tools/tripo.tool.json (agent, hint) and packages/shared/src/tools/setting-hints.ts. --> On the rail as **tripo-tools**. ## When to use it Making a textured 3D model from a photo, a photo with its sides and back, or a few words; then giving a model new textures from words or a picture, its own textures at 4K or 8K, clean quads, triangles or new UVs, or its parts in one file. ## When to reach for something else A busy photo or several objects in one make a muddled model. New and sharper textures never change the shape, and sharper textures on a model made elsewhere need a few words about its look. New UVs stop at 80,000 triangles. ## How to use it 1. Drop a picture onto the card's **Front** slot, from the board or your computer. 2. Drop a picture onto the card's **Right** slot, from the board or your computer. 3. Drop a picture onto the card's **Back** slot, from the board or your computer. 4. Drop a picture onto the card's **Left** slot, from the board or your computer. 5. Write what you want in **Prompt**. 6. Set **Multiview**, **Detail** on the card. 7. Pick a mode on the card: **image-to-3d**, **text-to-3d**, **retexture**, **texture-upscale**, **retopology**, **segment**. 8. Pick a model in the pill at the top of the card, or keep **Tripo 3.1 HD**. 9. Press **Run**. ## On the card | Control | What it does | Choices | | - | - | - | | Front | The picture the tool works from. Drop one from the board or your computer. | One picture | | Prompt | What you want, in your own words. The card sends it with your inputs. | Your words | | Multiview | Add the right, back and left views of the same object. | On or off | | Right | The view of the object from the right (90 degrees). | One picture | | Back | The view of the object from behind (180 degrees). | One picture | | Left | The view of the object from the left (270 degrees). | One picture | | Detail | How finely the shape is modeled. Detailed captures more; standard is lighter. | Standard, Ultra HD | | Run | Starts the run. The number on it is what this run costs in credits, worked out before you press. | | | ×1 | Runs the card several times in a row with the same settings. | 1 to 99 | ## Modes ### image-to-3d A photo or its views become a model Models in this mode: **Tripo 3.1 HD**, **Tripo P1**, **Tripo P2**, **Tripo P2**, **Tripo 3.1**, **Tripo P1**. ### text-to-3d A few words become a model Models in this mode: **Tripo 3.1**, **Tripo P1**, **Tripo P2**. ### retexture New textures on a 3D model Models in this mode: **Tripo 3.5**. ### texture-upscale Sharper textures, the same look Models in this mode: **Tripo 3.5**. ### retopology Clean quads, triangles or new UVs Models in this mode: **Tripo 3.0**. ### segment A model split into its parts Models in this mode: **Tripo**. ## Models The pill at the top of the card picks the model. **Tripo 3.1 HD** is the one a new card starts on. | Model | Good for | | - | - | | [Tripo 3.1 HD](#tripo-31-hd) | The high-detail single-image generator: Ultra HD geometry up to 500K faces, quad or triangle output, for hard-surface props, architecture and any piece whose fine geometry must hold up close; also the quad stage of Quad Sculpture. | | [Tripo P1](#tripo-p1) | The fastest generator in the 3D tools: a low-poly mesh of 48 to 20K faces in about 2 seconds, for rapid iteration over many concepts and stylized game assets that are used as they come out. | | [Tripo P2](#tripo-p2) | The clean-topology low-poly generator: one image becomes a game-ready mesh with native quads and a face budget of 48 to 50K (25K as quads), the pick when the model has to be edited, rigged or animated straight away. | | [Tripo P2](#tripo-p2-1) | The clean-topology model from real views: a front and at least one more view become a game-ready quad mesh, the sides taken from the pictures, at 48 to 50K faces (25K as quads), the pick when the model must be edited or animated. | | [Tripo 3.1](#tripo-31) | HD reconstruction from four orthogonal views (front required, the others optional) with up to 2M polygons, for a dense mesh whose sides are yours rather than invented and must hold up close; pairs with a multi-view image generator. | | [Tripo P1](#tripo-p1-1) | The quick blockout from real views: a front and at least one more of left, back or right become a textured model fast, with the sides taken from the pictures, at a face budget of 50 to 20K triangles. | | [Tripo 3.1](#tripo-31-1) | The default text-to-3D generator: it renders the prompt to an intermediate image first, then builds a textured PBR mesh from it, with quad output, polycount up to 100K and HD textures, so visually descriptive prompts get the best results. | | [Tripo P1](#tripo-p1-2) | The quick blockout from words: a short description becomes a textured model fast, with a face budget of 50 to 20K triangles, the pick for trying a shape or filling a scene before spending on detail. | | [Tripo P2](#tripo-p2-2) | The clean-topology model from words: a description becomes a game-ready mesh with native quads and a face budget of 48 to 50K (25K as quads), the pick when the model has to be edited, rigged or animated straight away. | | [Tripo 3.5](#tripo-35) | Repainting any model's surface from words or a single picture (a style image can combine with the prompt), returning a full PBR set when Generate PBR Maps is on; geometry is untouched and non-Tripo meshes are bridged in. | | [Tripo 3.5](#tripo-35-1) | Redrawing a model's textures at 4K or 8K as a full PBR set with the geometry untouched: a model Tripo made here needs no words, any other (Meshy, Hunyuan, an upload) a few words about its look. | | [Tripo 3.0](#tripo-30) | Rebuilding a dense mesh from any source as clean low-poly quads or triangles with its textures baked on, or giving a model new UVs and keeping its shape; the pass before a texturing job. | | [Tripo](#tripo) | Splitting a model from any source into its parts inside one file, so each part can be picked, moved or textured on its own, with the holes the split leaves filled when asked. | ### Tripo 3.1 HD **Not the one for:** It ignores the prompt and is the slow, dense route: a quick check of whether a picture reads in 3D, or a low-poly game asset, is better served by a faster generator, and the dense output wants a remesh before editing. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 1000 to 100000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto-fix image | Cleans up the input photo before building the model. | On or off | ### Tripo P1 **Not the one for:** It ignores the prompt, has no quad, parts or geometry-quality options, and its low-poly output is not production geometry; add a texturing pass afterwards or take a high-detail generator when surface fidelity matters. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo P2 **Not the one for:** It costs about twice P1 and is not the fast blockout tool; it ignores the prompt, has no parts or geometry-quality options, and for dense hero-asset detail the high-detail generator is the better spend. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo P2 **Not the one for:** It needs the front and at least one more view of the same object, costs about twice P1 and is slower; it has no parts or geometry-quality options, and for dense hero-asset detail the high-detail multi-view generator is the better spend. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo 3.1 **Not the one for:** The views must be orthogonal views of one object, front, left, back and right; Generate Parts is incompatible with textures, and a dense 2M-polygon result is slow and heavy next to a single-image pass, so a quick shape check goes elsewhere. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 5000 to 100000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto-fix image | Cleans up the input photo before building the model. | On or off | ### Tripo P1 **Not the one for:** It needs the front and at least one more view of the same object; detail is soft and there are no quads, so a model to edit or animate goes to P2, and a dense close-up mesh to the high-detail multi-view generator. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo 3.1 **Not the one for:** Abstract prompts ("something elegant") fall flat because an image is generated first; it takes no reference image, the texture alignment and orientation controls do not exist on this route, and prompts run to 1024 characters. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 1000 to 100000 | | Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | ### Tripo P1 **Not the one for:** Detail is rough and there are no quads, so a model that must be edited, rigged or animated goes to P2, and dense detail to the high-detail generator; it takes no reference image, and prompts run to 1024 characters. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo P2 **Not the one for:** It costs about twice P1 and is not the fast blockout; it takes no reference image, has no parts or geometry-quality options, prompts run to 1024 characters, and for dense hero-asset detail the high-detail generator is the better spend. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 | | Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off | | Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None | | Auto size | Normalizes the model to a standard size. | On or off | ### Tripo 3.5 **Not the one for:** Texture only, never geometry, and the new surface lands on the model's existing UV layout, so a messy or absent unwrap should go through Retopology first; Detailed quality costs more than Standard. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Material maps (PBR) | Generates realistic surface materials (how light, shine, and bumps behave), not just a flat color. On some models this adds to the cost. | On or off | | Remove baked lighting | Strips shadows and highlights baked into the reference image so your own scene lighting looks right. | On or off | ### Tripo 3.5 **Not the one for:** It re-synthesises the surface rather than enlarging it pixel for pixel, so hand-painted textures that must stay exact are the wrong input; a model made elsewhere cannot run without words, and 8K costs more and takes longer than 4K. This model has no settings behind the settings button. ### Tripo 3.0 **Not the one for:** It adds no detail, so a mesh that needs sharper geometry is a refinement job. A rebuild stops at 10,000 quads or 20,000 triangles, and new UVs alone stop at a model of 80,000 triangles. Behind the settings button: | Setting | What it does | Choices | | - | - | - | | Keep textures | | On or off | | New UVs too | | On or off | ### Tripo **Not the one for:** It keeps the shape it is given, so a model that needs new geometry is a generation job. A split takes a few minutes, and a fill adds a few more. This model has no settings behind the settings button.On the rail as tripo-tools.
When to use it
Section titled “When to use it”Making a textured 3D model from a photo, a photo with its sides and back, or a few words; then giving a model new textures from words or a picture, its own textures at 4K or 8K, clean quads, triangles or new UVs, or its parts in one file.
When to reach for something else
Section titled “When to reach for something else”A busy photo or several objects in one make a muddled model. New and sharper textures never change the shape, and sharper textures on a model made elsewhere need a few words about its look. New UVs stop at 80,000 triangles.
How to use it
Section titled “How to use it”- Drop a picture onto the card’s Front slot, from the board or your computer.
- Drop a picture onto the card’s Right slot, from the board or your computer.
- Drop a picture onto the card’s Back slot, from the board or your computer.
- Drop a picture onto the card’s Left slot, from the board or your computer.
- Write what you want in Prompt.
- Set Multiview, Detail on the card.
- Pick a mode on the card: image-to-3d, text-to-3d, retexture, texture-upscale, retopology, segment.
- Pick a model in the pill at the top of the card, or keep Tripo 3.1 HD.
- Press Run.
On the card
Section titled “On the card”| Control | What it does | Choices |
|---|---|---|
| Front | The picture the tool works from. Drop one from the board or your computer. | One picture |
| Prompt | What you want, in your own words. The card sends it with your inputs. | Your words |
| Multiview | Add the right, back and left views of the same object. | On or off |
| Right | The view of the object from the right (90 degrees). | One picture |
| Back | The view of the object from behind (180 degrees). | One picture |
| Left | The view of the object from the left (270 degrees). | One picture |
| Detail | How finely the shape is modeled. Detailed captures more; standard is lighter. | Standard, Ultra HD |
| Run | Starts the run. The number on it is what this run costs in credits, worked out before you press. | |
| ×1 | Runs the card several times in a row with the same settings. | 1 to 99 |
image-to-3d
Section titled “image-to-3d”A photo or its views become a model
Models in this mode: Tripo 3.1 HD, Tripo P1, Tripo P2, Tripo P2, Tripo 3.1, Tripo P1.
text-to-3d
Section titled “text-to-3d”A few words become a model
Models in this mode: Tripo 3.1, Tripo P1, Tripo P2.
retexture
Section titled “retexture”New textures on a 3D model
Models in this mode: Tripo 3.5.
texture-upscale
Section titled “texture-upscale”Sharper textures, the same look
Models in this mode: Tripo 3.5.
retopology
Section titled “retopology”Clean quads, triangles or new UVs
Models in this mode: Tripo 3.0.
segment
Section titled “segment”A model split into its parts
Models in this mode: Tripo.
Models
Section titled “Models”The pill at the top of the card picks the model. Tripo 3.1 HD is the one a new card starts on.
| Model | Good for |
|---|---|
| Tripo 3.1 HD | The high-detail single-image generator: Ultra HD geometry up to 500K faces, quad or triangle output, for hard-surface props, architecture and any piece whose fine geometry must hold up close; also the quad stage of Quad Sculpture. |
| Tripo P1 | The fastest generator in the 3D tools: a low-poly mesh of 48 to 20K faces in about 2 seconds, for rapid iteration over many concepts and stylized game assets that are used as they come out. |
| Tripo P2 | The clean-topology low-poly generator: one image becomes a game-ready mesh with native quads and a face budget of 48 to 50K (25K as quads), the pick when the model has to be edited, rigged or animated straight away. |
| Tripo P2 | The clean-topology model from real views: a front and at least one more view become a game-ready quad mesh, the sides taken from the pictures, at 48 to 50K faces (25K as quads), the pick when the model must be edited or animated. |
| Tripo 3.1 | HD reconstruction from four orthogonal views (front required, the others optional) with up to 2M polygons, for a dense mesh whose sides are yours rather than invented and must hold up close; pairs with a multi-view image generator. |
| Tripo P1 | The quick blockout from real views: a front and at least one more of left, back or right become a textured model fast, with the sides taken from the pictures, at a face budget of 50 to 20K triangles. |
| Tripo 3.1 | The default text-to-3D generator: it renders the prompt to an intermediate image first, then builds a textured PBR mesh from it, with quad output, polycount up to 100K and HD textures, so visually descriptive prompts get the best results. |
| Tripo P1 | The quick blockout from words: a short description becomes a textured model fast, with a face budget of 50 to 20K triangles, the pick for trying a shape or filling a scene before spending on detail. |
| Tripo P2 | The clean-topology model from words: a description becomes a game-ready mesh with native quads and a face budget of 48 to 50K (25K as quads), the pick when the model has to be edited, rigged or animated straight away. |
| Tripo 3.5 | Repainting any model’s surface from words or a single picture (a style image can combine with the prompt), returning a full PBR set when Generate PBR Maps is on; geometry is untouched and non-Tripo meshes are bridged in. |
| Tripo 3.5 | Redrawing a model’s textures at 4K or 8K as a full PBR set with the geometry untouched: a model Tripo made here needs no words, any other (Meshy, Hunyuan, an upload) a few words about its look. |
| Tripo 3.0 | Rebuilding a dense mesh from any source as clean low-poly quads or triangles with its textures baked on, or giving a model new UVs and keeping its shape; the pass before a texturing job. |
| Tripo | Splitting a model from any source into its parts inside one file, so each part can be picked, moved or textured on its own, with the holes the split leaves filled when asked. |
Tripo 3.1 HD
Section titled “Tripo 3.1 HD”Not the one for: It ignores the prompt and is the slow, dense route: a quick check of whether a picture reads in 3D, or a low-poly game asset, is better served by a faster generator, and the dense output wants a remesh before editing.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off |
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 1000 to 100000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto-fix image | Cleans up the input photo before building the model. | On or off |
Tripo P1
Section titled “Tripo P1”Not the one for: It ignores the prompt, has no quad, parts or geometry-quality options, and its low-poly output is not production geometry; add a texturing pass afterwards or take a high-detail generator when surface fidelity matters.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo P2
Section titled “Tripo P2”Not the one for: It costs about twice P1 and is not the fast blockout tool; it ignores the prompt, has no parts or geometry-quality options, and for dense hero-asset detail the high-detail generator is the better spend.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off |
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo P2
Section titled “Tripo P2”Not the one for: It needs the front and at least one more view of the same object, costs about twice P1 and is slower; it has no parts or geometry-quality options, and for dense hero-asset detail the high-detail multi-view generator is the better spend.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off |
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo 3.1
Section titled “Tripo 3.1”Not the one for: The views must be orthogonal views of one object, front, left, back and right; Generate Parts is incompatible with textures, and a dense 2M-polygon result is slow and heavy next to a single-image pass, so a quick shape check goes elsewhere.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 5000 to 100000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto-fix image | Cleans up the input photo before building the model. | On or off |
Tripo P1
Section titled “Tripo P1”Not the one for: It needs the front and at least one more view of the same object; detail is soft and there are no quads, so a model to edit or animate goes to P2, and a dense close-up mesh to the high-detail multi-view generator.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Texture alignment | Whether the surface art follows the source photo or wraps to the 3D shape. | Match image, Match geometry |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo 3.1
Section titled “Tripo 3.1”Not the one for: Abstract prompts (“something elegant”) fall flat because an image is generated first; it takes no reference image, the texture alignment and orientation controls do not exist on this route, and prompts run to 1024 characters.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 1000 to 100000 |
| Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
Tripo P1
Section titled “Tripo P1”Not the one for: Detail is rough and there are no quads, so a model that must be edited, rigged or animated goes to P2, and dense detail to the high-detail generator; it takes no reference image, and prompts run to 1024 characters.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 50 to 20000 |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo P2
Section titled “Tripo P2”Not the one for: It costs about twice P1 and is not the fast blockout; it takes no reference image, has no parts or geometry-quality options, prompts run to 1024 characters, and for dense hero-asset detail the high-detail generator is the better spend.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Face limit | The cap on how many surfaces the model can have. Higher is more detailed and heavier. | 48 to 50000 |
| Quad mesh | When on, rebuilds the surface from clean four-sided patches, which is friendlier for editing and animation. | On or off |
| Texture quality | How sharp the model’s surface art is. Higher looks crisper but makes a heavier file. | Standard, HD, None |
| Auto size | Normalizes the model to a standard size. | On or off |
Tripo 3.5
Section titled “Tripo 3.5”Not the one for: Texture only, never geometry, and the new surface lands on the model’s existing UV layout, so a messy or absent unwrap should go through Retopology first; Detailed quality costs more than Standard.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Material maps (PBR) | Generates realistic surface materials (how light, shine, and bumps behave), not just a flat color. On some models this adds to the cost. | On or off |
| Remove baked lighting | Strips shadows and highlights baked into the reference image so your own scene lighting looks right. | On or off |
Tripo 3.5
Section titled “Tripo 3.5”Not the one for: It re-synthesises the surface rather than enlarging it pixel for pixel, so hand-painted textures that must stay exact are the wrong input; a model made elsewhere cannot run without words, and 8K costs more and takes longer than 4K.
This model has no settings behind the settings button.
Tripo 3.0
Section titled “Tripo 3.0”Not the one for: It adds no detail, so a mesh that needs sharper geometry is a refinement job. A rebuild stops at 10,000 quads or 20,000 triangles, and new UVs alone stop at a model of 80,000 triangles.
Behind the settings button:
| Setting | What it does | Choices |
|---|---|---|
| Keep textures | On or off | |
| New UVs too | On or off |
Not the one for: It keeps the shape it is given, so a model that needs new geometry is a generation job. A split takes a few minutes, and a fill adds a few more.
This model has no settings behind the settings button.