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ozan a7f1dbabb2 Tinqs Studio blog: 6 posts, 5 skills, landing page
Engineering blog and AI agent skills from Tinqs Studio —
an agent harness for game development.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-05-25 23:23:59 +01:00

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# 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