u/newpnamik

The new segment V2 function can separate the model into multiple parts

I have been testing the segmentation workflow in Tripo AI on a film-style model, and I wanted to share a simple step that can make the final asset much easier to edit, light, and optimize later.

The main value of segmentation is not just generating the model. It helps separate different parts of the asset more clearly, so you can adjust materials with better control during the next production stage.

My workflow

1. Provide a clear image

Start with a clean reference image where the main shapes and material areas are easy to recognize.

This helps the model understand the structure better, especially when the asset includes different surface types such as: skin,clothing,hair,accessories,metal parts,fabric areas

2. Generate the model

After generating the model, I check whether the major parts are separated clearly enough.

For example, I usually look at:

whether the skin area is separated from clothing

whether hair and face are cleanly divided

whether accessories are recognized as separate parts

whether different materials are mixed together

whether any important region needs manual cleanup later

This step is especially useful if the model will be used for close-up rendering, concept work, or further editing in DCC software.

3. Check the segmentation result closely

Before moving into Blender, I spend some time checking the segmented areas.

Things I pay attention to:

clean edges between different material regions

no unwanted blending between skin and clothing

small details like eyes, lips, buttons, jewelry, or straps

whether each part can be adjusted separately

any area that looks too merged or hard to edit

Good segmentation makes the next steps much smoother because I do not need to fight with the whole model as one single material.

5. Use this model as a high-quality base rather than the final result

For me, the biggest advantage is control. Instead of getting one generated model that is hard to edit, segmentation gives me a cleaner base where different parts can be adjusted separately.

This could save a lot of time in the early stage of asset development, TBH.

u/newpnamik — 8 days ago

Another quick shoot with Tripo AI, still only takes me few time

Hi, guys, here is my new demon model.

Still, you guys can see here is all black, what i gonna do is try to figure out the color and the texture i want, then tell tripo ai what i want. I'll bring the result tomorrow, only takes a tiny amount of time, wait for me...

u/newpnamik — 9 days ago

Testing whether 8K textures actually help with skin detail

I have been testing the 8K texture processing procedure of Tripo AI on a film model, and I would like to share a simple step that can help make the skin details in the final rendering look even more outstanding.

My workflow

1. Provide a clear pic

2. Generate the model

I will start by creating a basic grid and texture. The 8K texture option works exceptionally well here as it can better preserve the fine details of the skin. Check the texture closely before moving on

  • skin pores
  • roughness variation
  • natural color changes
  • any overly smooth or plastic-looking areas

4. Import the materials into Blender for lighting and optimization.

This is where the textures truly shine. With proper lighting, the 8K genuine leather textures will display greater depth and realism.

In Blender,

  • Adjust the position of the light sources
  • Test the shooting angles for close-up shots
  • Adjust the roughness of the materials
  • Check if the skin still looks believable under different lighting conditions.

5. Use this model as a high-quality base rather than the final result.

The output result usually cannot be used independently for actual production, but it is very suitable as the starting point for the following contents:

  • Character concepts
  • Digital human
  • Game prototypes
  • Early visual development of demonstration renderings

These 8K textures could bring some change, TBH

u/newpnamik — 12 days ago

Check my new Bots models out!

Hi guys,

I've been testing my printer if it's gonna be able to scan the meshes i created by tripo, i chose a couple of IPs that i like from games or cartoons, it turned out very good, the meshes tripo made can perfectly match my printer. I was worried about this kinda AI-generated tool could cause plenty of troubles after the meshes been done. Only took me few time to use other software to refine them.

Here's what i've got, look at the details, guys, it was incredible. ;)

u/newpnamik — 14 days ago

I went from zero 3D experience to finished models and it just cost me nothing

I'm not a 3D artist. I have zero formal training and I couldn't model a cube from scratch if my life depended on it. But I've been finishing fully textured, game-ready 3D models in a fraction of the time it would normally take and I want to break down exactly how, because anyone can do this.

You'll need three tools, all free to start: Tripo AI to generate the base model, Blender to refine it, and Claude as the AI agent that fills in every technical gap along the way. No prior experience with any of them is required.

Start in Tripo AI. Type a description of what you want to build or upload a reference image. In about a minute it generates a full 3D mesh with basic textures. Export it as a GLB file, which is the format Blender reads best. Don't stress if the result isn't perfect. That's expected and it's exactly what the next steps handle.

Open Blender, drag your GLB in, and just look at it. Note what feels off muddy textures, parts that are the wrong color, small proportion issues. You don't need to know how to fix any of it yet. That's Claude's job. Switch over to Claude and describe the problem in plain English, no technical terms needed. Claude writes the script, you copy it, go to Blender's Scripting tab, paste it in, and hit Run. What would've taken an hour of Googling takes two minutes. You can keep doing this for anything making surfaces shinier, adjusting roughness, renaming material slots, fixing normals just describe it and run whatever Claude gives you.

Before you call the model done, ask Claude for a finishing checklist: "I'm finishing a hard-surface 3D asset in Blender, give me a beginner checklist before exporting." It'll surface things most newcomers miss — applied scale, flipped normals, packed textures. Go through it item by item and if anything on the list sounds unfamiliar, just ask Claude to write a script for it too. When everything checks out, go to File → Export in Blender and save as GLB or FBX depending on where you're taking it.

The way I think about it: Tripo handles the hard part of building the shape, Blender gives you the control to polish it, and Claude handles every technical question in between so you never have to stop and lose momentum. The only real skill the whole process requires is being able to describe what you want. That's genuinely it.

Love to answer questions in the comments.

u/newpnamik — 15 days ago

It only took 1H to make this necklace out

This is a quick model building workflow of Tripo Smart Mesh that I’ve been testing out recently.

Here’s what the workflow looks like:

Single Image to 3D: Upload the image of the necklace; generate multi-views; get a 3D model.

Multi-View Upload: Direct upload if you already have them, but if no, one quality pic is available. This necklace only required 2 pics i took from internet.

Batch Generation: You can dump up to 10 images at once to bulk-create models.

Polycount Control: There’s a slider to set your desired polycount (Quad/Triangle options).

Speed: The base mesh generates in literally 2 seconds.

Texturing: One-click 4K texture generation.

What do you guys think about the topology quality here? For indie devs or rapid prototyping, this feels like it could save an insane amount of time.

Would love to hear your thoughts or if anyone else has integrated this into their pipeline yet!

u/newpnamik — 16 days ago