1,012,219 vertices. 1,911,270 faces. That is what Tripo handed me for a single character, from a single reference image, on a free account that had existed for about four minutes.
I'd been putting off a proper look at Tripo (the web app at tripo3d.ai, also branded Tripo Studio) because most "AI 3D" I've tried produces a hero-shot blob that turns into soup the moment you need it in an engine. Tripo keeps getting named as the exception, so I tested it the way I'd actually use it for a prop: reference in, retopologise, texture, export GLB, drop into a Unity URP project, see what breaks. I kept SupaVoxel open in the next tab as the image-to-3D control group, mostly to compare what each free tier really lets you walk away with, and I'll get to that at the end.
Everything below is from the live product on the free plan. Credit costs are what the UI showed me before I clicked, not what the pricing page promises.
Signup, and what "200 credits" buys
Account creation is the least interesting part, so quickly: Google, Microsoft, Apple, Discord or email, six-digit code from notification@tripo3d.ai, no card. A short survey asks what you build (I picked Game Assets, then Character) and you land in the workspace with 200 monthly credits.
Tripo's pricing page turns 200 credits into "about 13 models". That's true if a model is one generation and nothing else. It is not true for a game asset, and I'll show the real arithmetic once the numbers are in.
| Plan | Monthly | Credits | Concurrent tasks | Licence |
|---|---|---|---|---|
| Free | $0 | 200 | 1 | Public, non-commercial |
| Pro | $20 ($240/yr, ~$13/mo annual) | 3,000 | 10 | Private, commercial |
| Max | $90 | 25,000 | 100 | Private, commercial |
| Team | $55/seat | 90,000 | 200 | Private, commercial |
Two free-plan restrictions matter more than the credit count. Your models are public and the licence is non-commercial, so nothing you make on the free tier can ship. And "limited exports" means the download dialog is where the Pro badge shows up. Pro also raises the polygon ceiling to 2M and adds batch generation and a 7-day edit history.
Generation: 55 credits, about a minute, one enormous mesh
The home box defaults to image-to-3D and ships with sample subjects. I used the Dragon Archer sample so the result is reproducible for anyone who wants to check my numbers. Before generating, the panel showed the cost outright: 55 credits for Best Quality. There's a Clean Topology toggle next to it and a choice between the standard HD Model and the newer Smart Mesh, which can output quads directly. I left it on HD with Clean Topology on, because I wanted to see the raw output before Tripo's own cleanup.
Roughly sixty seconds later I had the model in Tripo's editor. The silhouette was faithful, the bow and quiver read correctly from the side, and the stats panel said what I quoted at the top: just over a million vertices, 1.9 million triangles.
To Tripo's credit, the number is right there at the top of the panel. A lot of tools bury it.
Inspecting the GLB before Unity ever sees it
I don't trust a viewer's count, so I pulled the raw GLB and checked it locally. Two lines of trimesh tell you everything you need to know before you waste an import:
import trimesh
scene = trimesh.load("dragon_archer_raw.glb")
mesh = scene.dump(concatenate=True) if isinstance(scene, trimesh.Scene) else scene
print(f"verts: {len(mesh.vertices):,} faces: {len(mesh.faces):,}")
print("watertight:", mesh.is_watertight)
print("extents (units):", mesh.extents.round(3))
print("euler number:", mesh.euler_number)
The counts matched the UI. is_watertight came back False on the raw mesh, which for a game asset is irrelevant but would matter if you were heading to a printer. Extents were roughly 1 unit tall, so Tripo is exporting in metres, which saves a scale fight later.
If you'd rather stay in Blender, the same check in the Python console after import:
import bpy
objs = [o for o in bpy.context.selected_objects if o.type == 'MESH']
print(sum(len(o.data.polygons) for o in objs), "faces across", len(objs), "objects")
Either way: 1.9M triangles for one character is not a Unity asset. It's a sculpt.
Retopo is the feature, not the generation
This is where Tripo stopped being a demo for me. The Retopo tool gives you a Polygon Count slider from 500 to 50,000, a Triangles/Quads switch, and a Smart Low Poly toggle for aggressive reduction. I set 10,000, triangles, Smart Low Poly on. Cost: 10 credits. Time: comparable to the generation.
Quick guidance if you're new to this choice. Triangles for a real-time engine, because that's what the GPU draws anyway and you avoid non-planar quads getting split unpredictably at import. Quads if you're going to subdivide or sculpt further in Blender. Smart Low Poly is the right pick for a prop; for a hero character you'd want to crank the count and turn it off, because it collapses small detail on hands and faces.
The 10k result held the silhouette. The bowstring survived as geometry, which surprised me. Fingers became mitten-ish, which didn't.
Texture and export
Texturing is a separate pass with PBR maps up to 4K (8K is a members-only trial). The export dialog offers GLB, FBX, OBJ and STL with a texture-resolution dropdown, and a Send To button that pushes into Blender or Maya through Tripo's DCC Bridge.
On the free tier this is the point of friction: exporting and unlimited downloads sit behind the Pro upgrade. You can evaluate the mesh thoroughly inside Tripo for free; getting it out is where they want the $20.
Into Unity
For anyone following along: install com.unity.cloud.gltfast from the Package Manager (by name), drop the GLB into Assets/, and it imports as a prefab with a URP/Lit material if your project is on URP. Things I'd flag from this specific asset:
- The 4K texture set is 4096² per map. For anything targeting mobile, set Max Size to 2048 in the texture importer or you'll ship 60MB of dragon.
- Tripo exports Y-up, metres, so scale and orientation were correct without touching the import settings.
- The 10k-tri mesh with one material is a single draw call. That's the whole point of the retopo step.
- No rig on this pass. Tripo's Animate tab does auto-rigging, but I didn't spend credits on it here.
It sat in a test scene next to a Unity Asset Store character of similar budget and didn't look out of place, which is the bar I care about.
The real credit arithmetic
Here's the "13 models a month" claim measured against what I actually did:
| Step | Credits |
|---|---|
| Best Quality generation | 55 |
| Retopo to 10k | 10 |
| Texture pass | separate charge |
| Total, one usable asset | 65+ |
200 credits divided by 65-plus is three finished assets, not thirteen. Add a re-roll when the first generation misreads the reference and it's two. It's plenty to evaluate the tool. It's not enough to build anything with.
What I didn't like
- Raw output is so dense that retopo isn't optional. It's a mandatory second step and second charge, and the pricing page's per-model estimate ignores it.
- Free-tier licence is non-commercial and models are public. There's no path from "free" to "in my shipped game" without paying.
- Exports are gated. Evaluate for free, download for money.
- One concurrent task on free means batch iteration is slow by design.
- Smart Low Poly is a blunt instrument on hands and faces.
Verdict
Tripo is one of maybe two AI 3D tools where I'd keep working on the output rather than close the tab. The editing stack (Segment, Retopo, Texture, Animate, Smart Mesh quads, DCC Bridge) is what makes it a pipeline tool rather than a toy, and upfront credit costs on every action are how it should be done. If you're evaluating, spend the 200 free credits at tripo3d.ai and judge the retopo yourself. If you're shipping, Pro at $20/month is the real entry price, and annual brings it to roughly $13.
Where SupaVoxel fits next to it
The two things that stung on Tripo's free plan were the non-commercial licence and getting three assets out of 200 credits. SupaVoxel is the image-to-3D tool I had open alongside it, and on those two axes it's a different deal:
- 3 free models a day, no card, versus a handful a month once retopo and textures eat Tripo's credits.
- Credits don't expire and don't reset monthly, so there's no end-of-cycle race.
- The annual plan is around $25/year against Tripo Pro's $240/year, and paid tiers include a private commercial licence.
- Image to textured model in about 12 seconds, exported to GLB, GLTF, FBX, OBJ, STL, PLY or USDZ with textures baked.
- One-click watertight repair, an auto flat base and colour 3MF, which Tripo leaves to you.
If you want the deepest editor, with segmentation, rigging and quad Smart Mesh, Tripo is the bigger workshop. If you mostly want a clean, commercially usable mesh from a reference image without rationing credits, try SupaVoxel first and spend Tripo's credits on the assets that need its extra tools.





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