Every tier, every credit, monthly vs annual - plus a calculator that tells you which plan actually fits your workload.
Prices indicative as of July 2026; annual figures are approximate effective monthly rates. Confirm current pricing on the official site.
Drag to your expected monthly volume - including retries and variations, which is how credits really get spent.
| Feature | Basic (Free) | Professional | Advanced | Premium (Max) |
|---|---|---|---|---|
| Monthly price | $0 | $19.9 ($13.93 annual) | $49.9 ($34.93 annual) | $139.9 ($97.93 annual) |
| Credits / month | 200 | 3,000 | 8,000 | 25,000 |
| ≈ Models / month | ~8 | ~120 | ~320 | ~1,000 |
| Concurrent tasks | 1 | 10 | 15 | 20 |
| Queue priority | Standard | Top | Top | Top |
| Private models | ✕ public | ✓ | ✓ | ✓ |
| Commercial license | ✕ CC BY 4.0 | ✓ | ✓ | ✓ |
| Smart Mesh (game topology) | 1-day trial | ✓ | ✓ | ✓ |
| Intelligent Segmentation | limited | ✓ | ✓ | ✓ |
| Multi-view input · batch | ✕ | ✓ | ✓ | ✓ |
| HD 4K textures | ✕ | ✓ | ✓ | ✓ |
| Edit history | Limited | 7 days | 30 days | Permanent |
Every plan is metered in credits (informally, "tokens"): your tier deposits a pool each billing cycle, operations drain it, and it refreshes on your billing date - unused credits generally don't roll over. A standard Studio generation costs about 25 credits, which is where the "~120 models on Professional" math comes from (3,000 ÷ 25). Heavier operations cost more: on the API's published list, base generations start around 20 credits, high-detail geometry adds ~30, quad remeshing ~7.5, re-texturing runs 20–50, game-ready Smart Mesh 60–80, and intelligent segmentation about 80 per job.
Two budgeting rules follow. First, iterate cheap, commit expensive: regenerate at the ~25-credit stage until the shape is right, and spend the 80-credit segmentation or HD-texture passes once, on the winner. Second, remember that Studio and the API bill separately - a Studio subscription doesn't fund API keys and vice versa. Developers should forecast API costs as expected jobs × per-operation credits, plus a 20–30% retry buffer, and everyone else can ignore the API entirely.
If those credit pools map to your workload, you can start on the free tier and upgrade in-app →
Annual billing discounts every paid tier substantially - Professional drops from $238.80/year (12 × $19.90) to roughly $167, an effective ~$13.93/month. The catch is the obvious one: the discount only helps if you'd have paid all twelve months anyway. If your work is project-based - heavy generation for six weeks, then nothing - paying monthly and cancelling between projects can beat the annual rate despite the higher sticker price. Do that arithmetic honestly before committing.
As for absolute value: a single commissioned game-ready prop typically costs more than a year of Professional, and a rigged, textured character costs several times that. Even valuing your own time modestly, one avoided afternoon of retopology or rigging per month covers the subscription. The place value weakens is heavy iteration - if you generate dozens of variants daily, 3,000 credits evaporate and you should price Advanced from the start - and the place it disappears is commercial work on the free tier, which its CC BY 4.0 public license simply doesn't permit.
Bottom line: Free to evaluate properly, Professional (annual) for most individual creators, Advanced for studios and heavy iterators, Premium ("Max") only when volume, concurrency, and permanent history genuinely bind.
Test the free tier on your own project first - the plans are one click away in-app when you're ready. Using our link supports this site at no cost to you.
Try Tripo free →