Tripo · Model guide
Generate a detailed 3D draft from an image, a prompt or multiple views. Choose geometry and texture quality independently, then inspect the complete result.
Standard and Detailed geometry are separate from texture quality. Set the face limit to suit your intended use, then check the actual mesh. A denser result can retain more structure while also taking more work to edit or display.
Select geometry-only, Standard or Detailed textures, with optional PBR maps when textures are enabled. Inspect both the shape and the surface under lighting; a detailed texture does not fix missing geometry.
A single image leaves unseen surfaces for the model to infer. Use consistent views when those surfaces matter. Check small parts, seams and proportions in the viewer, then use Blender for any mesh or material cleanup.
| Version | Input | Choose for |
|---|---|---|
| Image · Text · Multi-view | Geometry quality and texture choices | |
| Image · Text | Topology and a limited face budget for editing |
H3.1 is Tripo's high-detail model, also identified as v3.1 in its developer documentation. Quady3D offers image, text and multi-view creators for this version. The controls and credit prices on this page describe those creators.
Yes. The multi-view creator accepts two to four images of the same object. Keep the object's shape, proportions and colors consistent between views. Use the separate image creator when you have only one source.
H3.1 provides Standard and Detailed geometry choices for detailed drafts. P2 emphasizes topology and a smaller face budget for editing. Both have material options; choose by the mesh your project needs and inspect a saved result rather than assuming either is ready for every use.
No. Quad is a generation topology choice. GLB represents rendered surfaces as triangles, so inspect the file format and exported mesh when you need editable quad topology. A triangle preview alone cannot verify quad edge flow.
New accounts receive starter credits after email verification. Each generation uses credits; the workspace shows whether your balance covers the selected geometry, texture and topology settings.
They let you inspect our real files and recorded inputs. For a fair model comparison, use the same input and target settings, and account for retries and cleanup. We do not publish a measured average generation time or success rate on this page.