Create Next-Level 3D AI Models in Seconds with Tripo Ultra
This guide will walk you through using Tripo AI Ultra to generate highly detailed 3D models from images quickly. You'll learn how to optimize your models by baking details onto low-poly meshes in Blender and merging different body parts for enhanced quality. Tripo AI Ultra offers sharper edges, cleaner surfaces, and more accurate details compared to previous versions.
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What You'll Learn
Prerequisites
Before starting, ensure you have:
- A Tripo AI account (sign up for extra credits using the invitation link)
- Blender installed
- Basic knowledge of Blender interface
Tripo AI Account
Sign up for a Tripo AI account to access the Ultra mode and generate high-quality 3D models. Ensure you have sufficient credits for generating models in Ultra mode.
Blender Installation
Make sure you have the latest version of Blender installed on your system. Blender is essential for optimizing and refining your 3D models.
Step-by-Step Process
Step 1: Generate a 3D Model with Tripo AI Ultra
Generate a 3D model from an image using Tripo AI Ultra.
- Log in to Tripo AI: Access the Tripo AI platform.
- Navigate to 3D Workspace: Click on the 3D workspace option.
- Select Image Texture 3D: Choose the Image Texture 3D option.
- Upload Image: Upload the image you want to convert into a 3D model.
- Select Ultra Mode: Choose the Ultra mode for maximum detail.
- Choose HD Texture: Select the HD texture option.
- Set Topology to Triangle: Ensure the topology is set to triangle.
- Leave Poly Count to Auto: Keep the poly count set to auto for maximum quality.
- Generate: Click the Generate button to start the 3D model generation.
Why Ultra Mode?
Ultra mode captures finer details in geometry and textures, resulting in more realistic and intricate models.
Pro Tip
Using close-up images can generate even more detail in the specific area of focus.
Credit Usage
Generating models in Ultra mode may consume more credits than the standard version.
Step 2: Export High and Low Poly Meshes
Export both the high-poly and retopologized low-poly meshes from Tripo AI.
- Select Solid Mode: In Tripo AI, switch to solid mode to view the high-poly mesh.
- Export High Poly Mesh: Click Export, name the file (e.g., "model_high"), and choose GAB format.
- Retopologize Mesh: Go to the Retopology tab.
- Choose Quads Topology: Select Quads for the topology.
- Set Poly Count: Reduce the poly count to around 10,000 vertices.
- Retopologize: Click the Retopology button.
- Export Low Poly Mesh: Click Export, name the file (e.g., "model_low"), and choose FBX format.
Retopology Importance
Retopology creates a lower-poly version with cleaner topology, suitable for animation and game development.
Pro Tip
Use FBX format for the low-poly mesh export to ensure proper quad topology in Blender.
Checking Retopology
Verify the retopology by switching to wireframe mode to see the quad-based structure.
Step 3: Import Meshes into Blender
Import the high-poly and low-poly meshes into Blender.
- Open Blender: Launch Blender.
- Delete Default Cube: Delete the default cube from the scene (X key, then Delete).
- Import High Poly Mesh: Go to File > Import > GAB and select the high-poly mesh file.
- Import Low Poly Mesh: Go to File > Import > FBX and select the low-poly mesh file.
- Rename Meshes: Rename the meshes in the Outliner for clarity (e.g., "iguana_high" and "iguana_low").
Mesh Alignment
Ensure the high-poly and low-poly meshes are in the same position in Blender for accurate baking. Avoid moving them.
Pro Tip
Keep the high-poly mesh hidden in the viewport to simplify the workflow.
Outliner
The Outliner panel in Blender is used to manage objects in the scene.
Step 4: Apply Modifiers to Low Poly Mesh
Apply Shrinkwrap and Multi-resolution modifiers to the low-poly mesh.
- Select Low Poly Mesh: Select the low-poly mesh in the Outliner.
- Add Shrinkwrap Modifier: Go to the Modifiers tab and add a Shrinkwrap modifier.
- Set Shrinkwrap Options:
- Set Project mode.
- Enable Negative option.
- Set Target to the high-poly mesh.
- Add Multi-resolution Modifier: Add a Multi-resolution modifier.
- Move Shrinkwrap: Ensure Shrinkwrap is above Multi-resolution in the modifier stack.
- Subdivide: Subdivide the low-poly mesh in the Multi-resolution modifier to level 5.
- Limit Spikes: In the Shrinkwrap modifier, set the Limit value to 0.01 to remove spikes.
Modifier Order
The order of modifiers is crucial. Shrinkwrap must be above Multi-resolution for correct projection.
Pro Tip
Subdividing the mesh multiple times allows the low-poly mesh to capture more detail from the high-poly mesh.
Spike Removal
The Limit value in the Shrinkwrap modifier prevents unwanted spikes by limiting ray projection.
Step 5: Bake Displacement Map
Bake a displacement map from the high-poly mesh onto the modified low-poly mesh.
- Apply Shrinkwrap Modifier: Apply the Shrinkwrap modifier.
- Set Viewport Levels: In the Multi-resolution modifier, set the Levels Viewport to 1.
- Switch to Cycles: Change the render engine to Cycles.
- Set Device to CPU: Set the device to CPU for baking.
- Create Image Texture Node: In the Shader Editor, add an Image Texture node (Shift + A > Image Texture).
- Create New Image: Create a new image in the Image Texture node with 4096 x 4096 resolution and 32-bit Float enabled. Name it "displacement".
- Set Color Space: Set the Color Space of the image texture to Non-Color.
- Select Bake Type: In the Render Properties tab, set the Bake Type to Displacement.
- Enable Bake from Multi-res: Check the Bake from Multi-res option.
- Bake: Click the Bake button.
Baking on CPU
Baking with CPU ensures correct results when using the Multi-resolution modifier.
Pro Tip
Using a higher resolution for the displacement map captures finer details.
Non-Color Data
Setting the Color Space to Non-Color ensures that the displacement data is not affected by color correction.
Step 6: Apply Displacement Map in Shader Editor
Apply the baked displacement map to the material in the Shader Editor.
- Add Displacement Node: Add a Displacement node (Shift + A > Displacement).
- Connect Image Texture: Connect the Color output of the Image Texture node to the Height input of the Displacement node.
- Connect Displacement Node: Connect the Displacement output of the Displacement node to the Displacement input of the Material Output node.
- Adjust Scale: Adjust the Scale value in the Displacement node (e.g., 0.1 or 0.2) to control the displacement intensity.
HDRI Lighting
Using an HDRI can help visualize the displacement effect more clearly.
Pro Tip
Disconnecting the base color and normal map can make the displacement effect more visible.
Subdivision Surface
If you want to remove the Multi-resolution modifier, apply it and use a Subdivision Surface modifier with 5 subdivisions instead.
Step 7: Bake Normal Map
Bake a normal map from the high-poly mesh onto the modified low-poly mesh.
- Create Image Texture Node: In the Shader Editor, add another Image Texture node (Shift + A > Image Texture).
- Create New Image: Create a new image in the Image Texture node with 4096 x 4096 resolution. Name it "normal_map".
- Set Color Space: Set the Color Space of the image texture to Non-Color.
- Select Bake Type: In the Render Properties tab, set the Bake Type to Normal.
- Enable Bake from Multi-res: Ensure the Bake from Multi-res option is checked.
- Bake: Click the Bake button.
Normal Map Details
Normal maps add surface detail without increasing the polygon count.
Pro Tip
Setting the Color Space to Non-Color ensures accurate normal map data.
Bake from Multi-res
The Bake from Multi-res option is essential for baking details from the Multi-resolution modifier.
Step 8: Apply Normal Map in Shader Editor
Apply the baked normal map to the material in the Shader Editor.
- Add Normal Map Node: Add a Normal Map node (Shift + A > Normal Map).
- Connect Image Texture: Connect the Color output of the Image Texture node to the Color input of the Normal Map node.
- Connect Normal Map Node: Connect the Normal output of the Normal Map node to the Normal input of the Principled BSDF shader.
Shader Connection
Connecting the normal map to the Principled BSDF shader adds the baked detail to the model's surface.
Pro Tip
Adjust the Strength value in the Normal Map node to control the intensity of the normal map effect.
Real-time Preview
View the changes in the Rendered Viewport Shading mode to see the normal map effect in real-time.
Step 9: Merge Body Parts for Enhanced Detail
Merge separately generated body parts (e.g., head and body) in Blender for increased detail.
- Generate Head and Body Separately: In Tripo AI, generate the head and body of the character separately using close-up images.
- Export Head and Body: Export both the head and body models as FBX files.
- Import into Blender: Import both models into Blender.
- Scale and Position Head: Scale and position the head model to match the body.
- Delete Original Head: In Edit Mode, delete the original head from the body model. Use X-ray mode to ensure all faces are deleted.
- Add Boolean Modifier: Add a Boolean modifier to the body model.
- Set Boolean Operation: Set the Operation to Union and the Object to the head model.
- Apply Boolean Modifier: Apply the Boolean modifier.
- Add Remesh Modifier: Add a Remesh modifier to the merged model.
- Set Remesh Mode: Set the Mode to Smooth and increase the Octree Depth to 12.
- Apply Remesh Modifier: Apply the Remesh modifier.
Detail Enhancement
Merging separately generated parts allows for higher detail in specific areas, such as the face.
Pro Tip
Use Nano Banana in Tripo AI to generate close-ups of specific body parts.
Remesh Modifier
The Remesh modifier helps to close gaps and create a seamless connection between the merged parts.
Related Guides
- ComfyUI Installation Guide - Complete installation process for ComfyUI
- Running ComfyUI on RunPod - Run ComfyUI workflows in the cloud with RunPod
Next Steps
Now that you've mastered Tripo AI Ultra and Blender:
- Retexture your models in ComfyUI
- Explore different prompts and images to generate various 3D models
- Experiment with other Blender tools for further refinement
