From a blank account to your first exported, textured 3D model - nine steps, with screenshots, videos, and the tips that save beginners their first hundred credits.
Head to Tripo Studio and sign up - Google, email, whatever's easiest. No credit card is needed, and the free Basic plan hands you roughly 200 credits a month (a standard generation costs ~25, so that's about eight models). That's genuinely enough to complete this entire tutorial and then some.
One thing worth knowing before you generate anything: free-plan models are public, and licensed CC BY 4.0 (non-commercial). For learning that's irrelevant; for client work later you'd need a paid plan, where models become private with commercial rights.
You'll land in the 3D Workspace. Orient yourself around four zones before touching anything:
Also find the credit counter - knowing your remaining budget at a glance is the habit that separates calm beginners from surprised ones.
Tripo accepts four kinds of input. Pick based on what you already have:
Beginner default: start with Text to 3D for your first model - zero preparation - then try Image to 3D with a photo of something on your desk for the "wow" moment.
Prompt like you'd brief a junior artist: object first, then style, then materials and distinguishing details - and one object per prompt. The generator makes a single coherent asset per run, so "a knight AND his horse AND a castle" forces it to butcher all three.
Weak: "a cool sword." Strong: the prompt above - it names the object (longsword), the style (medieval, ornate), the materials (gilded, leather, steel), and the wear ("slightly weathered"), which is what makes textures interesting.
Cheap trick: browse the community gallery first and note the phrasing on models you like - it calibrates your prompts faster than any guide.
Before hitting generate, one dropdown matters - which underlying model runs the job:
Leave the other settings at defaults for your first run - defaults are tuned sensibly, and changing five dials at once teaches you nothing about which one mattered.
Click generate. A preview appears in seconds to a couple of minutes depending on settings and queue. Now the beginner-separating habit: rotate the model fully before judging it. AI 3D's classic failures hide on the back side and in thin protruding parts - the front always looks great.
The golden budgeting rule: iterate cheap, commit expensive. Spend the pricey operations (HD texture, segmentation ~80cr) exactly once - on the winner.
This is where Tripo out-runs single-shot generators. Three refinement tools, in the order a beginner should meet them:
AI Texturing. Apply PBR materials (they respond correctly to light), with an HD 4K option for hero pieces. The Magic Brush repaints a specific region - fix one mismatched patch without regenerating the whole texture.
Intelligent Segmentation. Split the model into parts (helmet, blade, grip…) - pick Simple, Balanced, or Detailed, then audit with the exploded view. Merge parts with Ctrl+Click → Merge, refine regions by picking a part's color and painting with the brush, and Save Changes when happy (earlier versions live in History). Our full segmentation guide covers every button.
Auto-Rigging (characters only). Generates a skeleton with skin weights and T-pose export - skip it for props, remember it exists for creatures.
Click Export/Download and pick the format your destination expects:
Faster still: the one-click bridges push the model directly into Blender, Unity, Unreal, Maya, 3ds Max, Cocos, or Godot - no download-import-fix-scale ritual.
Everything you just did was metered: ~25 credits per generation, 20–50 for texturing, ~80 for segmentation. Pools refresh monthly and don't roll over, so ending a cycle with surplus is the moment to batch-generate assets you know you'll need. When 200 free credits stop being enough, Professional ($19.9/mo, ~$13.93 annual) jumps you to ~3,000 credits (~120 models), private commercial models, and the full toolset - our pricing guide has the complete math and a plan-picker calculator.
Prefer watching? These cover the same journey on screen.
Beginner walkthrough of the workspace
Prompt to production-ready, end to end
Generate, then import in minutes
| Mistake | Do this instead |
|---|---|
| Judging from the front view | Rotate fully - failures hide on the back and in thin parts |
| Multi-object prompts | One object per prompt; compose scenes in your DCC/engine later |
| Regenerating to fix soft details | Fix details with texturing/Magic Brush - cheaper than a new roll |
| Segmenting draft geometry | Lock the shape first; regeneration discards the split (~80cr gone) |
| Busy reference photos | Clean background, even light, three-quarter angle - fidelity doubles |
Everything above takes about 25 minutes hands-on, and the free plan covers all of it. Using our link supports this site at no cost to you.
Start the tutorial free →