We just shipped Tripo P2.0 Preview. It is a Major Breakthrough for Production-Ready 3D Assets 🚀

We just shipped Tripo P2.0 Preview. It is a Major Breakthrough for Production-Ready 3D Assets 🚀

We focused on generating 3D assets that go directly into your production pipeline, built for games and real-time pipelines.

Collection

What is new:

  • ✨ Native Quad Topology
    • It can directly generate a clean quad mesh with more natural edge flow, making the asset easier to edit, rig, and animate.
  • 📐 Wider range of complex assets
    •  Triangle topology supports 500 to 50,000 faces, while quad topology supports 500 to 25,000 faces, covering most props and hero characters.

Tripo AI's P2.0 is well-suited for the following types of workflows:

  • Game characters & props: Quad topology can be go straight to rigging and animation.

Character

  • Hard-surface assets: Models such as mechanical structures, weapons, vehicles, and architectural props benefit significantly from P2.0’s topology advantages. Cleaner surfaces, higher density in detailed areas, and more stable edges.

Hard Surface

  • High-volume asset pipelines: Batch-generating assets while controlling the polycount, making it better suited for large-scale production in games and real-time projects.

Transparency & Scene

The official release will further improve mesh stability and add more control features.

Steps

Every user now gets 2 free generations, and Tripo P1.0 is also available to all users.

u/Main-Literature2422 — 1 day ago

Tripo Friday Check-in #1 👀

We're trying to do smth new here!

Start from this week, every Friday we'll post a question here to chat with y'all about how you actually use Tripo in your workflows.

Share your good, bad, and even weird workflows! We're open to it all!!

Here is the question for the first week: What features in Tripo AI did you not pay much attention to at first, but have ended up using all the time?

We'll be hanging out in the comment 👀

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u/Main-Literature2422 — 6 days ago

We got a little too obsessed with this Obsession shot 🌹

This scene from Obsession is really kind of addictive. So I spent 1 hour rebuilding it directly into a complete 3D scene.

From small items like branches and boxes, to larger pieces like tables and beds.. pretty much everything has been turned into 3D.

How?

Give ChatGPT a screenshot and also add some prompts to get reference images.

Give these images to Tripo AI to generate 3d models.

Then import them into Blender.

Now we can take full control of the entire scene.

If you want to recreate the classic angles from the original film? Go ahead!

If you want to find a completely new perspective? No problem!

we can even switch characters with a single click to see right away how another character would look in this scene.

Give a little 3d shout out to Obsession. 🌹

u/Main-Literature2422 — 9 days ago

Four nuggets, a team ready to escape from the late night kitchen!

I’m thinking about a funny game. After the restaurant closed, 4 nuggets suddenly came to life. The cleanup trucks will take away everything left in the kitchen before daylight. Their only chance of escape is to make their way across the entire kitchen and find the legendary Golden Sauce!

The gameplay will likely team-based puzzle solving. 4 players teamed up. 

  • Captain cuts through tape and obstacles with his french fry sword. 
  • Scout uses his straw spear to navigate narrow areas and trigger distant traps.
  • Tank uses ketchup shields to block the robot vacuum and kitchen appliances, and also can push heavy trays. 
  • Rookie seems the lease reliable. But he can squeeze into places other characters can’t reach and occasionally stumbles upon hidden paths by accident.

The levels will also be designed to feature items found in fast-food restaurants as much as possible. Soda spilled on the ground will turn into an area that traps characters. Paper cups and trays can be used to build a bridge. French fries are both collectibles and temporary tools.

These four nuggets are struggling to survive until the next morning in a kitchen that’s huge and dangerous to them.

When designing these characters, I first determined each character’s function within the gameplay, then gave them the most easily recognizable silhouette and props. Then I had ChatGPT help me organize the character concepts into a prompt,  used Nano Banana to generate clear, full-body reference images of each character. Then had Tripo AI generate the 3D models.

The image above was the first lineup testing I did after importing the models into Blender. I was mainly checking the proportions, standing height and silhouettes to make sure I could quickly tell who was the Captain, Tank, Scout even without looking at the instructions.

It was just an experiment to humanize the nuggets, but when they actually lined up in a row, this late-night kitchen escape game suddenly started to feel like a real thing.

u/Main-Literature2422 — 22 days ago

My Tsunami game has taken another turn. This time I want to save the dog first.

Here’s another update for this tsunami game. I was planning to make the dog an obstacles that chases after the players several days ago. But I changed my mind for no reason. It’s gone from being an enemy to a pet.

I also added a small farm to the map. After the player goes out to gather supplies, they need to return here to upgrade the house, fences, and other facilities. Gradually transforming the farm into a tsunami shelter. The goal now isn’t just to escape on your own. You also have to figure out how to keep the dog alive.

For now I’ve used Tripo AI to generate the farm buildings. Now I want to get the collect —> return —> build —> and upgrade loop up first. As level up I’ll keep building new houses and farm assets, gradually transforming this place from a normal farm into a real shelter. 

Ngl I didn’t planned on adding a building system at all first. But now I actually think this direction is way more interesting than just running away lol. 

Working on a game while overturning my previous ideas, then watching it slowly evolve into something else is actually kinda interesting!

u/Main-Literature2422 — 29 days ago

Added a dog that chases the player to the Tsunami shelter game demo

I just put some new features in my tsunami shelter game. I made a dog that runs around the map chasing the player. It’s not there to help you get away, But to add the trouble along the way. The tsunami countdown is stressful enough, but having to get supplies while running from the dog just makes things more miserable lol.

I started with a low poly dog model made with Tripo AI, mostly adjusted body proportions, silhouette and leg structure. The camera angle in the game is pretty far away so there is no point in overloading the model with tons of detail. But when it runs its 4 legs can’t just be a blurry blob. After importing it into the project I first standardized the scale and orientation, then I tested if the collision box would be bigger than the model itself.

For the animations I have only used “Idle” and “Run” rn just to get the most basic states working. The dog does not have any fancy attack moves. It just stops the player from picking up items or wastes some of the player's escape time whenever it touches them. I also adjusted the speed of the running animation playback to correspond to the actual speed of the movement so that the dog doesn’t appear to be sliding along the ground.

The case logic is fairly simple. Once the player is within a certain distance the dog picks up the player and begins running. The dog will return to its original position if the player goes out of range or if the dog is blocked by any obstacle for too long. I make the dog a bit slower than the player but still gives pressure all the time when the player gets close enough. If it's too fast it's pretty much a 'death trap'. If it is slow, it is merely background decoration. Tbh I spent a lot of time perfecting this part.

The biggest challenge is the dog’s behavior around resource locations. The player stops to collect supplies and the dog goes after them. now you have to check its position first before deciding to take a risk and start collecting.

I also changed the NavMesh, speed and stopping distance. Or it would get stuck in corners or zig zag frantically right next to the player.

Now the whole loop goes like this. Locate supplies, look at the countdown, determine the dog's location, and then choose whether to flee or continue plundering. Even though it's a relatively straightforward mechanic, it's more stressful than simply gathering objects on a blank map. I'll check whether just one dog is already bothersome before adding a few more or giving each dog a distinct tracking range.

u/Main-Literature2422 — 1 month ago

I felt like the more I included in the prompt the worse results I get

I’m still working on that tsunami shelter game. I need to create a survival backpack and the initial prompt I use in tripo ai was like a shopping list lol.

Things like water bottle, first aid kit, flashlight, rope, straps, pockets, whistle, small tools…. I kept adding things to it because I assumed more details means better.

It wasn’t a totally bad one but it looked a bit cluttered. There are too many elements in it and seems like some of them mixed up with the backpack itself. I simply deleted about half of the prompts and only kept the main information like emergency backpack, water bottle, first aid kit, flashlight, simple straps, clean silhouette, readable shape. The version is not so fancy but it is actually more usable. 

So yeah I feel like I might have been overprompting a bit. When using Tripo ai to create props later I might first get the big shape right and then gradually add details inside.

u/Main-Literature2422 — 1 month ago

Want to hear some ideas for my game prototype

The inspiration initially came from an AI generated short about a tsunami disaster. When the tsunami alarm sounds in this short, distant waves slowly approach and everyone has to quickly find a safe place. Has quite a sense of a disaster movie.

So I was thinking if we were to break down this movie-like disaster scene into a 3D demo that can be run what kind of effect would it produce?

The direction of this game is tsunami shelter. This version is still very early and mainly focuses on testing the basic gameplay experience. The player appears in a simple coastal town and needs to move towards a safe area within the tsunami warning countdown period.

The current completed part of this game is a simple.

  •  “low-poly costal town” scene 
  • basic houses, trees and road space
  • a character that can move around in the scene 
  • simple running animation, tsunami timer, warning UI
  • test of movement and scene scale from a third-person perspective

I use tripo ai to quickly generate the 3D base assets in the demo. This way I don’t get stuck on the modeling details at the beginning and can run the prototype first.

Workflow:

  1. Build a simple coastal town blackout scene
  2. Generate character and base assets using tripo ai
  3. Add basic “running animation” to the characters
  4. Test the movement in the demo scene
  5. Add a tsunami timer and warning UI
  6. Fist test if this escape loop feels right

This is not yet a complete game, it’s just a very rough demo. The key point is to first verify whether the core feeling of tsunami countdown + town escape + finding a safe direction can hold up.

For the further version I might include:

  • A checklist that requires players to collect resources within the countdown period on the left.
  • Obstacles on the road such as banana peels, cause players to spin in place for a few seconds.
  • Clearer shelter / safe zone
  • After collecting all the items enter a house to build shelter
  • Stronger tsunami pressure and emergency UI

Well I mean now the smallest demo has been successfully run. What additional gameplay feature do you think would make this game more interesting? 

u/Main-Literature2422 — 2 months ago

Created a somewhat weird prototype of a soccer game that can directly interfere with the game lol

I was working on a very small soccer game prototype.

The core gameplay is super simple. Instead of directly controlling the players to play the ball, player act like an “invisible troublemaker”, causing trouble behind the scenes during the game.

Like if the team you like is about to lose you can place some strange small objects on the field and try to disrupt the opponent’s strategy.

  • Banana Peel - disrupt the players
  • Spring pad - push the players away or change their movement direction
  • Magnet tower - pull things around
  • Pop-up wall - block the route

Well the graphics were very rough and the players were just placeholders in the first version. At that time I completely ignored the visual effects and was only focused on testing whether this gameplay was fun or not.

Once the core gameplay was completed I used Tripo AI to generate some player models and then imported them into the prototype to test the effect. Since this game mainly uses a top-down camera I was more concerned about whether the model outlines were clear enough and whether they were recognizable from a distance.

After that I used Mixamo to create some running animations so that the players wouldn’t look like objects sliding on the ground. This project is still very early but the current loop is already kind of funny.

Not sure whether this can actually be turned into a complete game, but the idea is becoming increasingly chaotic and more interesting as it progresses.

u/Main-Literature2422 — 2 months ago

I am working on a small racing game demo and would like to share it with you guys!

Hey guys I always enjoyed the feeling of those small arcade racing games. I want to create a prototype that can be quickly run this time.

The racing car model was generated using Tripo AI. Well cuz I want to get some usable 3D car asset first to test the overall graphics, camera shots, and the feeling of the race track.

I complete the coding part with Codex. Like those race track scenes, basic driving logic, camera movements, UI, and the overall structure of the demo.

This version is still very early and more of a proof of concept. The main point is not that the model is completely finished but rather to see if this workflow can help me turn an idea into a playable game demo more quickly.

Well I mean it does helped me a lot lol. I’m starting to feel like this is a mini-game now at least!

u/Main-Literature2422 — 2 months ago

The hardest part of game dev is not making it run smoothly. It's getting players to want to keep playing.

A mechanism can operate perfectly well but still feel dead. The bottons can be pressed, the animations can be played and the rewards will pop up. But the players just don't care

feel like the most challenging part of game dev lies here. It's not about whether the system works or not. It's about whether there are people willing to give it another try.

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u/Main-Literature2422 — 2 months ago

Reptile scales might be the perfect test for Tripo AI’s 8K materials

I need some reptile animal props for a small jungle enclosure scene, i tried 8K texture in Tripo AI

The workflow is super simple:

  • Use ChatGPT to generate clearer reference images
  • Upload these images to Tripo AI
  • Enable 8K materials during the generation process
  • Carefully check the generated results, if needed, use blender to fix

The chameleon model is the best one I think. The tiny scales, color gradients and coiled tail are all very well represented. I will further cleaning this model but the texture details have already played a significant role.

The coiled snake is the difficult one because after I tried several times its coiled shape became somewhat strange.

The gecko is quite good as well. The texture of the skin were so mature and barely needed me to adjust them

Personally I think reptile feels like one of those categories where 8K textures actually matter. Scales give the model a lot of visible detail without needing crazy geometry, which i could have spent lots of time to edit.

u/Main-Literature2422 — 3 months ago

I tried out Tripo’s new 8K texture upgrade using this cat model!

I tested Tripo AI new 8K texture upgrade using the same cat model and compared it with the previous 4K version.

The differences are quite noticeable at close range. In the 8K version the details of the eyes, nose, and facial hair are clearer especially when zoomed in, the texture becomes more pronounced.

For animal models the texture details are really lol. The update seems to be very suitable for pets, biological characters or any character models that require close-up shots.

u/Main-Literature2422 — 3 months ago

I attempted to transform the Tripo AI model into a truly small one

I wanted to see if I could convert a character's concept from a movie scene into an actual 3D printed work, so I tested this little cyber fox.

The workflow was very simple: image/concept → create the Tripo AI model for 3D → check the size and posture using Blender → set up the printing parameters using slicing software → 3D printer → then perform a few hand-drawn operations afterwards.

The most interesting part was that at first I saw it on the screen, and then later I actually held the printed version in my hands lol.

This is not an extremely important project, it's just a small test, but I think this workflow is really interesting for tabletop toys, small collectibles, or random creative characters! :)

u/Main-Literature2422 — 3 months ago

Tiny 3D printed objects made with a Tripo workflow

I wanted to test if Tripo AI could be used to create small 3D objects. So I made a batch of small prototype products.

This workflow is very simple.

  • First, you need a general concept or reference information.
  • Use Tripo AI to generate a quick 3D sketch.
  • Import it into Blender, then select the angle and adjust the proportions.
  • Export the model to the slicer.
  • Print several versions in different colors (such as silk color).
  • After printing, add some small details by hand.’

The part I like the most is that Tripo can help me quickly transform my ideas into actual 3D models. This way, I can get into the interesting part faster without spending a lot of time building the basic shape from scratch. I can spend more time choosing colors, testing print sizes, and adding some handmade details.

I also like to make the same item in different colors. This makes the entire batch of products look more interesting, and each final piece will have its own unique personality. This method is very interesting for small office supplies suppliers, small collections, or temporary gift ideas.

Have other people tried converting Tripo models into 3D printed items? I'd love to see your works.

u/Main-Literature2422 — 3 months ago

What makes an AI-generated 3D character actually usable?

While testing some AI-generated 3D character models, I began to think about this issue more deeply.

I wasn't sure if a character that looked good in a photo could also be used as a 3D model.

My first check was appearance. Is the character recognizable? Hat and coat, arms, weapons… the design is more convincing if the scene is clearly visible.

Next, I checked the details. A perfect character might look unnatural. For example, a soldier, bounty hunter, or scout should have dirt, scars, and textures of wear and tear.

Then, I started considering its practicality. Can this model be used in a game? Can it be animated? Will it require a lot of post-production? Are the reactions natural? Is the texture quality good enough?

I began to realize that "aesthetically pleasing" and "practical" are not the same thing.

What do you check first when you look at AI-generated 3D characters? Shape and texture. Or do you want to use it as a last resort?

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u/Main-Literature2422 — 3 months ago