Tripo H3.1
Turns a text prompt or reference photos into a **textured, game-ready 3D model**
Tripo H3.1: Textured 3D Models from Text, an Image, or Multiple Views
Tripo H3.1 turns a text prompt or reference photos into a textured, game-ready 3D model. Describe an object and get a mesh. Attach 1 photo and it reconstructs the object in 3D. Attach 2 to 4 shots from different angles and it fuses them into one model that matches every view.
Output is a GLB file with PBR materials, viewable right in Mitte: orbit, zoom, and inspect the model before you download it into Blender, Unity, Unreal, or a web viewer.
What can you do with it?
- Prototype game assets. “A low-poly wooden barrel with iron bands” becomes a mesh with textures in one run.
- Turn product photos into 3D. One clean shot of a sneaker or a chair reconstructs the full object, including the sides the camera never saw.
- Digitize a real object precisely. Shoot it from the front, left, back, and right, and multiview mode builds a model consistent with all 4 angles.
- Generate print-ready sculpts. Quad mesh topology and a face limit give you geometry that holds up in a slicer or a sculpting app.
- Fill a scene fast. Batch out props from short prompts instead of modeling each one by hand.
How to use it
- Pick your input. Type a prompt for text-to-3D. Or attach reference images: 1 image reconstructs it, 2 to 4 images of the same object switch to multiview. Order multiview shots front, left, back, right; the front view is required.
- Choose texture quality. Standard is the default; HD bakes higher-resolution textures for close-ups.
- Tune the details if you need them. The settings popup has geometry quality, quad mesh, face limit, real-world scale, PBR materials, seeds, and (for image modes) texture alignment and orientation.
- Generate. The model lands in your library as a 3D asset you can spin around in the viewer.
What you get
One 3D model file, GLB by default with PBR textures. Quad mesh runs may come back as FBX, since that’s how Tripo exports quad topology.
Pricing follows your choices: from $0.10 for an untextured text-to-3D mesh up to $0.40 for HD-textured image-to-3D, plus $0.20 for detailed geometry and $0.05 for quad mesh.
Tips
- Multiview beats single image for fidelity. If the object exists and you can walk around it, take the extra shots. Guessed-at back sides become measured ones.
- Shoot clean references. A centered object on a plain background reconstructs better than a busy scene. Crop tight.
- Say the style in the prompt. “Low-poly”, “realistic”, “stylized clay” steer the mesh and the textures. H3.1 follows material words too: worn leather, brushed steel, glazed ceramic.
- Use a face limit only when your pipeline demands one. Left unset, the model picks a sensible count for the shape. Forcing it too low melts fine detail.
- Turn on real-world scale for scenes. Auto-size outputs the model in meters, so a chair imports chair-sized instead of planet-sized.
- Keep seeds for iteration. Lock the model seed and vary the texture seed to try different surfaces on the same geometry.