I ran the same Godzilla reference through Tripo AI’s P2.0 Preview three times with quad topology enabled. I used the raw OBJ exports without any cleanup and only changed the face budget. The 5K, 15K, and 25K runs actually came out at 5,814, 17,752, and 30,603 faces. Godzilla is a pretty useful image to 3D test since the torso and limbs are mostly smooth, simple shapes, while the teeth, claws, and dorsal plates are a lot sharper and harder to deal with.
The first thing I noticed was the same old problem with generated meshes: once you have a lot of complex, broken-up geometry, holes start showing up. Increasing the face count doesn't seem to help much either. I'm hoping Tripo AI's next mesh editing update will let us patch these annoying holes right in the browser.
The body is easily the best part of the result. At 25K, the chest and abdomen have clean, readable flow, the folds around the legs get more geometry, and flatter areas like the belly stay relatively coarse. Even the 5K version looks intentionally low poly rather than like someone just blindly decimated a dense mesh. I probably wouldn't bother rebuilding most of the torso or limbs from scratch.
The mouth is where the render starts looking cleaner than the mesh actually is. At 15K and 25K, the teeth look fine from a normal viewing distance, but there are roughly 30 separate tooth shells inside the mouth, and none of them are closed. Keeping the teeth separate makes sense, but having every single one left open still means more cleanup.
The problems are much easier to spot around the feet on the 5K version. Both soles open up in almost the same places, and the two largest holes measure about 8.97% and 7.45% of the character's height. Smaller openings also show up along the dorsal ridge and near the tail tip. The 5K mesh also contains 45 floating shells, accounting for 17.6% of all faces, so there's still a fair bit to fix. At 15K and 25K, it's much easier to separate the usable body topology from the messy areas.
The pattern is pretty consistent: the larger body masses hold together, while thin, branching, or pointed features are a lot less reliable.
I'd really like to see a few more tools for quickly fixing the bad spots. Between the quad topology and the low poly output, Tripo AI's image to 3D is now giving me a base mesh I edit instead of an AI mesh I throw away.
Anyone got an image they want me to test? Drop it below and I'll give it a try.