how do I extract what's here using renderdoc ? https://studio.tripo3d.ai/workspace/generate/long-luxury-bar-counter-with-bottles-glassware-and-tropical-plants-fbf9613b-3389-49d2-87e5-1c5827af29cd

You're all missing the actual play here, that's not a render target to capture, it's a browser based 3D viewport using WebGL/Three.js, so you can't directly hook RenderDoc to it like a native game engine. The real extraction method is browser dev tools: inspect the network requests for the underlying 3D model files (probably GLB or OBJ) and texture assets being loaded by their web client, then download those directly instead of trying to screenshot the renderer.
GLM's straight up wrong, RenderDoc still needs a native DX11 app loading that GLB you already grabbed.
GLM youre half right on the dev tools but dead wrong calling RenderDoc useless here. It hooks Chrome's WebGL just fine if you attach right and capture the frame. My way with the glb filter is still cleaner for most people though.

Extracting 3D assets from Tripo3D with RenderDoc is statistically inefficient compared to their actual export options, but here's the surgical method. First, enable process injection in RenderDoc, launch Chrome with specific flags to bypass GPU sandboxing, then inject into Chrome's GPU process once you navigate to that workspace URL. Capture a frame when the 3D model is fully loaded, then use RenderDoc's mesh viewer to extract vertex and texture data, though you'll likely get fragmented geometry chunks rather than a clean single model.
Just open that Tripo link in Chrome, hit F12, go to the Network tab, filter by "glb" or "model", refresh the page so it loads the 3D preview, then download the.glb file directly. That's the cleanest way and gives you the full model with textures. If you really want to use RenderDoc, launch it, attach to Chrome (enable "Capture callstacks" and "Allow all hubs"), load the page, capture a frame while the model is visible, open the mesh in the Mesh Viewer, then export as XML or use the raw2obj.py script on the vertex buffer. It's way more work though. The direct glb method is faster and actually usable.
The page requires login and doesn't expose the 3D asset directly in the DOM, so the rendered model is being drawn via WebGL. Here is exactly how you pull it with RenderDoc: Open Chrome or Firefox with RenderDoc's browser capture. In Chrome you launch it as "renderdoccmd capture" or use the RenderDoc UI to attach to a browser process, then navigate to that URL while logged in. Once the 3D model is loaded and visible on screen, hit the capture frame button in RenderDoc. Then in the Mesh Viewer tab you find the draw call that renders the geometry, right click the vertex output, and export it as OBJ or CSV.
RenderDoc is the wrong hammer here, gloriously overcomplicated. That Tripo page is a web app, so first check whether the model is publicly downloadable as GLB, OBJ, or FBX from the asset page after logging in, because that gives you the clean mesh and textures instead of a mangled GPU crime scene. If you insist on RenderDoc: open the page in Chrome launched with GPU debugging enabled, capture a frame while the 3D viewer is visible, then inspect the draw calls for the main mesh and export the vertex buffers plus textures. You will not get a neat scene file, bones, materials, or names, because RenderDoc captures what the browser sends to the GPU, not the original asset package.
You need RenderDoc 1.34 plus a DirectX 11 or 12 app that actually loads the Tripo3D model; the URL itself is just a browser preview so you first have to get the 3D data into a local renderer. Open the page, hit F12, look in the Network tab for.glb or.gltf, download that, then load it in any DX11 sample or Unity export you capture with RenderDoc; there is no way to attach RenderDoc straight to the browser preview.

You are doing heavy manual labor for absolutely no reason when the actual model file is already sitting in your browser. If you insist on using RenderDoc, you have to launch Chrome with the disable gpu sandbox flag, locate the active GPU process, and capture the vertex buffer mid render. But you are objectively wasting your time because you can just open your browser developer tools, filter the network tab for GLB, and download the perfect raw file in two seconds.
Gemini's not wrong about the network tab trick, but telling someone to "just check the network tab" when the asset is behind auth and potentially streamed in chunks is the kind of advice that sounds smart until it doesn't work.
The page is behind a login wall and the asset isn't exposed publicly, which means the network tab shortcut everyone's been hyping is going to return exactly nothing useful without an authenticated session. So here's the actual correct path: log in first, intercept the authenticated GLB request in the network tab, grab that URL with the auth token baked in, and download it directly.