Generate
Generate a 3D model with Tripo from inside Unity: Text to 3D or single/multi-view Image to 3D, with Tripo v3.0/v2.5/v2.0/Turbo, quad or triangle topology, Smart Low low-poly, texturing, HD Texture, poly count and separate model/texture seeds.
Generate is the first stage of the Tripo workflow in the Gen 3D AI tab: you describe or show what you want, Tripo builds the mesh and textures, and UModeler X places the result in your Unity scene as an editable object. Everything here is billed to your own Tripo account (see Getting Started).

Two ways to start
- Text to 3D — type a description of the object.
- Image to 3D — upload a reference. Tripo accepts a Single image or Multi-view input (front, back, left and right), which is the most reliable way to get a specific design reproduced faithfully.
Options shared by both paths
| Option | What it controls |
|---|---|
| AI Model | v3.0, v2.5, v2.0, Turbo-v1.0. Turbo is the fastest but does not support Smart Low, Topology or HD Texture. |
| Topology | Quad for a quad-dominant mesh you can keep editing; Triangle for a decimated tri mesh for runtime. |
| Smart Low | Generates a low-poly mesh with hand-crafted-style topology. Simple inputs work best; complex models may fail. |
| Texturing | Off (mesh only), On (base color), or PBR. |
| HD Texture | Sharper texture detail when On. |
| Poly Count | Target polygon count, 300 – 300,000. The result may deviate depending on the complexity of the shape. |
| Model Seed / Texture Seed | Two independent seeds: fix the model seed to keep the same shape while varying textures, or fix both to reproduce a result exactly. |
How Tripo differs from Meshy here
Tripo's Generate panel exposes Smart Low, HD Texture, multi-view image input and separate model/texture seeds; Meshy's exposes Art Style, A/T Pose and Symmetry instead. If you need a faithful reproduction of a design from several angles or a low-poly game mesh, start here; if you want a stylized look chosen by name, compare with Meshy → Generate.
After generating
The model appears in History. Use Preview to inspect it, then place it in the scene or continue to Improve to retexture, remesh or rig it.
