158 lines
5.3 KiB
Markdown
158 lines
5.3 KiB
Markdown
|
|
# Skill: 3D Model Generation with Tripo Studio
|
||
|
|
|
||
|
|
Generate 3D models from text descriptions or 2D images using [Tripo Studio](https://studio.tripo3d.ai). This skill covers the workflow for game-ready 3D assets.
|
||
|
|
|
||
|
|
## Overview
|
||
|
|
|
||
|
|
Tripo Studio is a web-based text-to-3D and image-to-3D tool. You describe a character, prop, or environment piece --- or upload concept art --- and Tripo generates a textured 3D model in ~60 seconds.
|
||
|
|
|
||
|
|
**Output:** GLB or FBX with full PBR textures (basecolour, normal, ORM/metallic/roughness).
|
||
|
|
|
||
|
|
**Cost:** ~25-50 credits per generation. Free tier: 150 credits/month.
|
||
|
|
|
||
|
|
## When to Use
|
||
|
|
|
||
|
|
- You have approved 2D concept art and need a 3D model
|
||
|
|
- You need a quick 3D prototype from a text description
|
||
|
|
- You're generating props, characters, or environment pieces for a game
|
||
|
|
- You need multiple variants of the same object
|
||
|
|
|
||
|
|
## Workflow
|
||
|
|
|
||
|
|
### Text-to-3D
|
||
|
|
|
||
|
|
1. Open [Tripo Studio](https://studio.tripo3d.ai)
|
||
|
|
2. Click **Create** -> **Text to 3D**
|
||
|
|
3. Enter your prompt (see prompt tips below)
|
||
|
|
4. Settings:
|
||
|
|
- Quality: **Ultra**
|
||
|
|
- Model: **v3.1 Best Quality** (or latest)
|
||
|
|
- Texture: **ON** (critical --- generates PBR maps)
|
||
|
|
5. Click Generate (~35-50 credits, ~60s)
|
||
|
|
6. Review the model in the 3D viewer --- rotate, check materials
|
||
|
|
7. Export as **GLB** (preferred) or FBX
|
||
|
|
|
||
|
|
### Image-to-3D
|
||
|
|
|
||
|
|
1. Upload your approved concept art (front view, T-pose for characters)
|
||
|
|
2. Settings: same as text-to-3D
|
||
|
|
3. Generate
|
||
|
|
4. Review --- check if the back and sides match your expectations
|
||
|
|
5. Export
|
||
|
|
|
||
|
|
## Prompt Tips for Game Assets
|
||
|
|
|
||
|
|
### Characters
|
||
|
|
|
||
|
|
```
|
||
|
|
Full body character, T-pose, front facing. Young Polynesian woman wearing
|
||
|
|
woven pandanus skirt and tapa cloth top. Shell necklace, flower in hair.
|
||
|
|
Stylized game character, not photorealistic. Clean topology.
|
||
|
|
```
|
||
|
|
|
||
|
|
**Key rules:**
|
||
|
|
- Always specify **T-pose** for characters (needed for rigging)
|
||
|
|
- Mention **clean topology** to reduce mesh artifacts
|
||
|
|
- Describe clothing and accessories explicitly
|
||
|
|
- Specify art style (stylized, realistic, low-poly, etc.)
|
||
|
|
|
||
|
|
### Props
|
||
|
|
|
||
|
|
```
|
||
|
|
Carved wooden fishing spear with bone tip. Wrapped handle with
|
||
|
|
woven cord. Polynesian style, game prop, stylized.
|
||
|
|
```
|
||
|
|
|
||
|
|
### Environment pieces
|
||
|
|
|
||
|
|
```
|
||
|
|
Thatched-roof hut on wooden stilts. Open sides with woven wall panels.
|
||
|
|
Polynesian longhouse style. Game-ready, stylized 3D.
|
||
|
|
```
|
||
|
|
|
||
|
|
## Post-Generation Tools
|
||
|
|
|
||
|
|
Tripo offers several refinement tools after generation:
|
||
|
|
|
||
|
|
| Tool | Purpose | When to Use |
|
||
|
|
|------|---------|-------------|
|
||
|
|
| **Segment** | Split model into parts | Characters with large hair (split hair from body for rigging) |
|
||
|
|
| **Retopo** | Retopologize mesh | When face count is too high or topology is bad |
|
||
|
|
| **Texture** | Regenerate textures | When colours don't match concept art |
|
||
|
|
| **Animate** | Add basic animations | Quick previews (not production quality) |
|
||
|
|
| **Edit** | Modify the model | Remove artifacts, adjust proportions |
|
||
|
|
|
||
|
|
## Export Options
|
||
|
|
|
||
|
|
| Format | Use |
|
||
|
|
|--------|-----|
|
||
|
|
| **GLB** | Preferred. Single file, preserves PBR textures, works everywhere |
|
||
|
|
| **FBX** | When your pipeline requires it (Unity, some Blender workflows) |
|
||
|
|
| OBJ | Legacy. Loses PBR data. Avoid. |
|
||
|
|
| USD | For USD-based pipelines |
|
||
|
|
| STL | 3D printing only. No textures. |
|
||
|
|
|
||
|
|
## Polygon Budget
|
||
|
|
|
||
|
|
Tripo outputs ~1.5M faces by default. You'll need to decimate:
|
||
|
|
|
||
|
|
| LOD | Target Faces | Method |
|
||
|
|
|-----|-------------|--------|
|
||
|
|
| LOD0 | 25,000 | Blender Decimate modifier or CLI |
|
||
|
|
| LOD1 | 10,000 | Same |
|
||
|
|
| LOD2 | 2,500 | Same |
|
||
|
|
|
||
|
|
Use Tripo's built-in **Retopo** tool for a quick reduction, or decimate in Blender for more control.
|
||
|
|
|
||
|
|
## The Large Hair Problem
|
||
|
|
|
||
|
|
Auto-riggers (Mixamo, Godot's skeleton system) break when character meshes include large or complex hairstyles. The rig misidentifies the hair volume as part of the body.
|
||
|
|
|
||
|
|
**Solution:**
|
||
|
|
1. After generation, use Tripo's **Segment** tool
|
||
|
|
2. Select the hair and split it from the body
|
||
|
|
3. Export the **body-only** mesh for rigging
|
||
|
|
4. Export hair separately
|
||
|
|
5. Reattach hair after rigging in Blender or your engine
|
||
|
|
|
||
|
|
Flag this in your handoff document for every character with big hair.
|
||
|
|
|
||
|
|
## Batch Generation
|
||
|
|
|
||
|
|
When generating multiple assets in one session:
|
||
|
|
|
||
|
|
1. Prepare all prompts upfront
|
||
|
|
2. Generate in priority order
|
||
|
|
3. Use the 3 free retries per generation before spending more credits
|
||
|
|
4. Score and review each model immediately
|
||
|
|
5. Track remaining credits
|
||
|
|
6. Export approved models right away --- don't leave them only in the cloud
|
||
|
|
|
||
|
|
## Credit Optimisation
|
||
|
|
|
||
|
|
| Action | Credits |
|
||
|
|
|--------|---------|
|
||
|
|
| Standard quality generation | ~15-25 |
|
||
|
|
| Ultra quality generation | ~35-50 |
|
||
|
|
| Retopo | ~10-15 |
|
||
|
|
| Texture regeneration | ~10 |
|
||
|
|
| Segment | ~5 |
|
||
|
|
|
||
|
|
**Tip:** Start with Standard quality for exploration, switch to Ultra only for final approved designs.
|
||
|
|
|
||
|
|
## Common Mistakes
|
||
|
|
|
||
|
|
| Problem | Fix |
|
||
|
|
|---------|-----|
|
||
|
|
| Model has no textures | Ensure Texture is ON before generating |
|
||
|
|
| Back of character looks wrong | Use image-to-3D with front AND back views, or add "detailed back view" to prompt |
|
||
|
|
| Mesh has floating geometry | Use Edit tool to clean up, or regenerate |
|
||
|
|
| Merged fingers | Common artifact. Regenerate or fix in Blender |
|
||
|
|
| Too many polygons for game use | Use Retopo tool or Blender Decimate |
|
||
|
|
| Hair breaks auto-rigger | Segment hair from body, rig body-only |
|
||
|
|
|
||
|
|
## Related Skills
|
||
|
|
|
||
|
|
- [Image Generation](image-generation.md) --- create 2D concept art to feed into Tripo
|
||
|
|
- [Concept Art Pipeline](concept-art-pipeline.md) --- full 2D-to-3D workflow
|