One click, whole workflow
Recipes are here. Package a whole workflow and run it in one click
Explore recipesOne click, whole workflow
Recipes are here. Package a whole workflow and run it in one click
Explore recipesbyTripo AI (VAST)
Turn one clean concept image or a one-line object description into a textured, UV-unwrapped blockout you can drop straight into a scene
Start from a clean image or a short description, pick the generation that fits, then dial in topology and materials. Reruns with fixed seeds let you change texture without losing the shape.
Controlled topology, real material response, and two generations that trade cost for quality: a quick draft tier with multiview, and a sharper tier with quad meshes and texture tiers.
A gallery of single, isolated objects: furniture, instruments, props, collectibles and eyewear, each generated as a textured mesh with a clean silhouette.
Game artists, toy designers, AR builders, makers and product designers reach for it when they need a usable starting asset fast rather than a finished one.
Yes, Smart Mesh P2.0 is the name given to Tripo P2, the newer generation in this node. It was announced by Tripo AI (VAST) as a production-oriented, 3D-native model, and it adds single-image and text input plus native quad-dominant topology.
P2 is the higher-quality generation, and 2.5 is the cheaper, older one. P2 accepts a single image or text, supports quad-dominant meshes up to 25,000 faces (triangles up to 50,000), and has four texture quality tiers, at 1377.7–1791 credits. Tripo 2.5 costs 275.6–620 credits and has older topology and texture controls, but it is the one that accepts multiview images.
Use the Tripo 2.5 multiview variant. It is the only one that uses back, left and right images alongside the front, giving an accurate silhouette without guessed back sides. The views must be consistent with each other, since bad views produce warped geometry.
Yes, with Tripo P2 in text mode. Describe a single object with materials and style in up to 1024 characters. It makes an internal image and lifts it to 3D, so it is less controllable than image input. If the look matters, approve a reference image first and use image mode. Text mode is not available on 2.5.
On P2 you can set 48 to 50,000 faces for triangle meshes, and quad meshes max out at 25,000. P2 adds no quad surcharge. On 2.5, quad output adds a surcharge and exports FBX. Around 5k–15k faces suits game props.
Not reliably. Quad topology helps with sculpting and retopo, but automated edge flow rarely deforms well at joints, so check the edge loops before rigging. It is also a poor fit for engineering-accurate parts, whole environments, or readable text and logos.
Turn one clean concept image or a one-line object description into a textured, UV-unwrapped blockout you can drop straight into a scene

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