Tripo: Stylize model
Turn anything into LEGO, Minecraft, voxels, or voronoi
- model_info
- model_file
- model_info
Sometimes you don't want a photoreal mesh. Sometimes you want your dragon to look like it's built from LEGO bricks, or carved into voxels, or dropped straight out of Minecraft. TripoStylizeModel is the toy: it takes any mesh and re-imagines it in one of four blocky styles. It's the least "serious" node in the pack and also one of the most fun.
Where does this fit? It's a terminal-ish step - stylize, then convert to a print-ready format (or export for a render). A stylized LEGO version of a character you generated is a great 3D-print project, and the whole point is that you don't sculpt it yourself.
What it takes
model_info for the mesh, plus exactly two controls:
style-lego,voxel,voronoi, orminecraft. Lego approximates the mesh with interlocking-ish block shapes; voxel gives a chunky cubic lattice; voronoi produces that faceted, cracked-geode look; minecraft is voxel with that specific chunkier game feel.block_size- the size of the units, default 80, range 1–1000. This is the dial that defines how chunky the result is. Big block size = abstract and blocky, small = fine detail preserved. It's the only knob you'll actually tweak, and it's worth a couple of experiments to find the sweet spot for your mesh.
Outputs are the standard pair: model_file (path to the stylized mesh in ComfyUI/output/) and updated model_info. The result flows into TripoConvertNode cleanly - this is a natural time to export STL or 3MF if the stylized piece is heading to a printer.
Install
Same pack as everything else here:
cd ComfyUI/custom_nodes
git clone https://github.com/VAST-AI-Research/ComfyUI-Tripo
cd ComfyUI-Tripo && pip install -r requirements.txt
Or "Tripo for ComfyUI" in ComfyUI Manager. API key from platform.tripo3d.ai - yes, even this one is a cloud call, it needs the key and spends credits.
The honest part
Keep expectations proportionate, because stylization is a novelty effect with real limits. It's a geometric restyle, not a redesign - the result is instantly recognizable as your original shape with a new surface treatment, and small block_size values can produce noisy, busy meshes rather than clean block art. The sweet spot is usually a mid-range block_size that reads as the style without shredding the silhouette. And since it's generative on Tripo's side, iterate cheap: run a couple of style/block_size combos on a low-poly or draft version before committing the fancy high-detail model.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| model_info | MODEL_INFO | — | |
| style | COMBO | 4 options: lego, voxel, voronoi, minecraft | |
| block_size | INT | 801–1000 | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| model_info | MODEL_INFO | — |