# 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