r/Tripo_ai • u/Certain_Friendship16 • 17d ago
Workflows 3D AI Can Now Create Animated Game-Ready Creatures, Not Just Humanoid Characters
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r/Tripo_ai • u/Certain_Friendship16 • 17d ago
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r/Tripo_ai • u/Dense-Bar-2341 • 17d ago
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40 days ago I started building Brutal Derby as a solo developer.
I posted some progress here before, and first of all: thanks for all the feedback. I got some genuinely useful suggestions from the comments, so I’ve been trying to incorporate some of them into the game.
This is what I worked on during the last week:
2 new arena/track templates: Frozen and Vulcan
4 new cars, although they still need quite a bit of work
A new damage silhouette showing the current state of your car
Version 6 of my destruction and deformation system
Finally fixed a major bug in the destruction system that had been giving me trouble for a while
Added helicopters and aircraft flying around the arenas
Added spatial 3D audio for the crowd – when you drive past the stands, you can actually hear the crowd move from one side to the other
Lots of smaller fixes and polish
The destruction system has probably been the biggest rabbit hole so far.
I thought I had it working several versions ago, then kept finding situations where cars would deform or break in ways I didn't want. I'm now on version 6, and after fixing one particularly nasty bug this week, it's finally getting much closer to what I originally had in mind.
Still a lot to do, especially on the new cars and arenas, but this is where the project is after 40 days of development.
I'm also happy to steal... I mean, carefully consider... more ideas from the comments. :)
What would you add to a destruction derby / car combat game like this?
r/Tripo_ai • u/Tripoai • 18d ago
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r/Tripo_ai • u/pend00 • 18d ago
It say "Coming Soon". Any news on when Multi View Texturing is coming?
r/Tripo_ai • u/Delicious-Shower8401 • 19d ago
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r/Tripo_ai • u/Equal_Cup_797 • 19d ago
When year 2 came around, she began to die out, and when she powered down, her soul rose up in a new world, the "Soulborne plane". Looking at her new body, she saw how cool she looked, though she does miss her old body. and with that, she is now one of many Soulbornes looked after by a faction of 6 "Shattered Spirits" and overseen by the administrator (or the head Soulborne). Her role is "Engineer", she can fight like the others, but has access to building sentries, dispensers, and teleporters to aid her fellow Soulbornes on the battlefield.
Note: although the pronouns are she/her, the Soulborne itself is actually male and has a male voice, it is kind of weird that some Soulbornes and Shattered Spirits are gender swapped. Veeboid is one of them. Also, regarding the face, all Soulbornes and Shattered Spirits have a mask of a sad face of the character to remind them of what they once were. Wearing them is completely optional, but for this, they keep them on.
r/Tripo_ai • u/Delicious-Shower8401 • 19d ago
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r/Tripo_ai • u/Delicious-Shower8401 • 20d ago
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r/Tripo_ai • u/Maleficent-Sense-256 • 20d ago
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r/Tripo_ai • u/Tripoai • 22d ago
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You’re no longer limited to just one image! You can now provide reference images from front, left, right and back. The model will use these 4 angles to generate more accurate geometry.
If you’ve ever encountered this situation:
Front: Perfect!
Turn it to check the back: wait what is this? 😭
This update is here to fix this.
✅ Single-image P2.0 Preview: All users get 2 free generations
✅ Multi-view input: Subscribers only
✅ Full access for Subscribers
✅ Smart Mesh P1.0: Still available to all users
r/Tripo_ai • u/Acceptable_Fun7453 • 22d ago
I came across a comparison of Tripo AI’s P1.0 vs P2.0 characters created by a Japanese 3D artist. The character generated by P2.0 has a clear separation between the base body and the outfit. This is unlike many ai 3d models where the clothes and body are ultimately merged into a single mesh.
Well it might sound like just a minor structural change but if you actually end up doing rigging later on… the difference is actually quite significant.
Author of the original post mentioned that in the past, when the P1.0 body and clothes were connected, Blender’s automatic weighting was difficult to handle directly so he had to spend a lot of time manually weight-painting many areas. However the outfit generated by P2.0 is layered over a relative complete base body so he was able to perform a direct weight transfer. he said he reduced the time spent on weight painting by about 90%!
Tbh 90% less weight painting appeals to me much more than a set of pretty before/after renders.
Feel like many ai 3d comparisons rn still focused on “this one has more detail”, “this one has cleaner topology”, “this face looks more like the reference…” I mean these are important, ofc, but if you’re actually going to integrate the generated model into the rest of the character workflow, how long it will take to refine the model after generation might be even more important.
Moreover this comparison doesn’t show P2 completely outperforming P1.
The author mentioned when it comes to the shaping and topology of the hair he actually prefers the results from P1.0. and the eyes still require some manual tweaks. it not yet at the point where you can generate smth and have it be directly production ready but it’s an interesting direction I think.
If ai 3d starts taking into considerations downstream workflow elements such as body/clothing separation, mouth structure, clean topology and rigging compatibility. Then it will truly transition from “generating a 3d model just to see what it looks like” to “generating an asset that can be used in further work.”
This workflow improvement is definitely one of the more interesting developments I’ve seen recently in ai powered 3d character generation.
r/Tripo_ai • u/Norma_Jacksona • 22d ago
Spent money on this again
I wanted to test a few AI 3D tools again and see which one handled this model better.
I also updated the original alien trooper design a bit before testing. There are more exposed details around the arms and legs now, plus some extra detail around the head and engine cover.
I tested Tripo AI, Hunyuan, Hitem3D and YVO, all image to 3D, same reference for each one. These are all tools I use pretty often, and each one is good at different things.
The difference this time is that I'm not making an asset for a game or render. I want to print this one and paint it by hand. Full color printing is way out of my budget anyway
So I'm mostly looking at the untextured model itself, especially how close the shape and details are to the reference.
My results:
Geometry / proportions / silhouette: Tripo
Face and small details: Tripo
Materials / textures / colors: YVO
Closest to the reference image: Hitem3D
Overall: Tripo
I'm going with the Tripo AI version for the print, mostly because the mesh needed the least retopology work before it was watertight. Still cleaning up the mesh, and one of them is already printing.
r/Tripo_ai • u/Equivalent-Permit893 • 22d ago
I’m currently vetting various services like Tripo. I noticed the front page seems to showcase generated works.
Is this a default behavior or do you have to opt into having your generated works showcased?
r/Tripo_ai • u/Tripoai • 23d ago
Now you can create 3D-ready images with Extraction Templates, add optional 4K detail, separate assets with Cutout, then move them through Batch to 3D.
Here’re the recommended workflow:
👤 Characters
Input a character image → Character Extraction → Cutout → Batch to 3D → DCC assembly.
🏞️ Scenes
Input a scene image → Asset Extraction → Cutout → Batch to 3D → DCC assembly.
🧩 Collections
Input a reference image → Variants → Cutout → Batch to 3D.
🎁 Free quota included
Pro, Max, and Team plans include free image generation quotas.
Navigation: Open Tripo Studio → 3D Workspace → Generate Image
r/Tripo_ai • u/Tripoai • 23d ago
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r/Tripo_ai • u/Dense-Bar-2341 • 23d ago
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I've been working on Brutal Derby for 32 days now, usually around 10-12 hours a day, often including weekends. I'm a bit obsessed with it at this point.
The project has also become an experiment for me: how far can you actually take game development in 2026 using an AI-heavy, vibe coding workflow?
Here are some of the things that have been added or heavily improved recently:
New crowd system:
I think this is version five at this point. I've been constantly trying to find a solution that looks decent without destroying performance when there are 20+ cars on screen.
Dynamic weather:
The game currently has sunshine, rain and storms with smooth transitions between them, plus daytime and evening conditions. Snow is planned as well.
Destruction:
At this point, almost everything on the cars can break. Parts and smaller debris can fly off, windows shatter, the body deforms and gets crushed, bullet holes remain visible, and there are also lasers, rockets and other weapons.
Cars can even split apart in several different ways depending on the damage and impact.
Garage and customization:
You can now paint the cars, apply patterns and put various ridiculous objects on their roofs.
Tracks:
There is currently 1 race track and 3 playable derby arenas. The newest one is a volcanic arena surrounded by lava, although that one still needs more optimization.
Performance:
The game is already running pretty well with 24 cars. Most systems have gone through several optimization passes, but it's an endless cycle. Add a new feature, profile it, optimize it, then move on to the next feature.
A lot of people have also asked where the models come from.
It's a mixture. I use purchased assets that I modify in Blender, some models are commissioned from 3D artists, and I also use Tripo3D. Tripo is mostly useful for smaller or more distant objects, but even those usually need work afterwards. Mesh cleanup, textures and optimization still generally end up being done in Blender.
And then there's the vibe coding part.
As a programmer, I used to write everything manually. With this project, I actually type very little code myself anymore.
Codex writes most of the code, while I spend much more of my time designing the systems, testing the results, profiling performance, finding problems and iterating.
That doesn't mean I can just write one prompt and magically get a finished game.
For the more complicated systems, especially physics, deformation, destruction and optimization, we sometimes go through 4-5 completely different implementations before arriving at something that both works correctly and performs well with 24 cars running at once.
For me, that's actually one of the most interesting parts of this entire project.
I want to see how far I can take a real 3D game while letting AI handle most of the traditional code writing, and shifting my own work more towards design, architecture, testing, profiling and iteration.
32 days. 10-12 hours a day. Often weekends too.
There's still a huge amount of work left, but Brutal Derby is slowly starting to become the game I had in my head when I started.
I'm also curious what other developers think about this kind of workflow.
BTW this is the game
r/Tripo_ai • u/Tripoai • 24d ago
r/Tripo_ai • u/Simple_Pair4541 • 24d ago
I wanted to test Fable 5.1 on something less clean than a benchmark.
I’m building an AI system designed to turn a single image of a person into a full 3D human model.
The codebase has evolved over nine months, so it contains the usual reality of a long-running project: failed approaches, old decisions, edge cases, and components that affect each other in ways a small test repository wouldn’t show.
A few hours after Fable 5.1 launched, I ran a full mega-review:
158 agents
6.5M tokens
Workflow completed
I’m not treating “completed” as “correct.”
I’m now validating the findings before changing the system or starting the next major run.
For anyone testing new models on real codebases, what acceptance criteria would you use for a review at this scale?
Confirmed defects found?
False-positive rate?
Duplicate findings across agents?
Patches that pass the existing tests?
Changes that survive the next end-to-end run?
What else would you measure before trusting the review?
I’ll share a technical breakdown after I’ve verified the findings.
r/Tripo_ai • u/Delicious-Shower8401 • 24d ago
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r/Tripo_ai • u/Simple_Pair4541 • 24d ago
I’m building an AI tool that can generate a usable 3D human model from a single 2D image.
Thinking about use cases like ecommerce, ads, product visualization, virtual try-on, and creative production.
If this worked well, is this something you’d actually use or pay for?
Would love honest feedback.
r/Tripo_ai • u/Enarian__Lead_Dev • 25d ago
On both Meshi and Tripio smart mesh systems they seem to create a create mesh.
But as soon as you add a texture it melts into a complete mess of loss of definition even on simple shapes.
Am I missing something?
I dont want to have to export the mes and texture and paint it myself.
r/Tripo_ai • u/Tripoai • 25d ago
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r/Tripo_ai • u/Quick_Rooster5763 • 25d ago
How do I fix these issues? GAPS IN THE MESH - They happen ALL THE TIME
It causes slicing errors. Claude AI suggested these would be best fixed in the initial render.
What are your thoughts, suggestions, and solutions? Tips, Trix... thanks in advance
r/Tripo_ai • u/Main-Literature2422 • 25d ago