| name | meshy-3d |
| description | Produce 3D assets with Meshy (meshy.ai) through its REST API and web platform — text-to-3D, image-to-3D, multi-image-to-3D, AI texturing/PBR, remesh/topology control, UV, and auto-rigging/animation. Use this skill when an agent must generate a mesh from a prompt or reference image, control polygon count and topology, apply or restyle textures, rig a humanoid for animation, export to GLB/FBX/OBJ/USDZ/STL for Unity/Unreal/Blender, drive Meshy's asynchronous job API (auth, polling, streaming, webhooks, credits, rate limits), review generated meshes for game/film/print readiness, or decide whether Meshy is the right tool at all. Not for editing an existing hand-modeled asset's geometry, hard-surface CAD with exact dimensions, or guaranteed-watertight manufacturing parts. |
Meshy 3D generation
Meshy is a hosted generative-3D service. You give it text or images; it returns
a textured mesh (GLB/FBX/OBJ/USDZ/STL/3MF), with optional PBR maps, remeshing,
UV, auto-rigging, and library animations. Everything runs as asynchronous
jobs: you POST a task, get a task ID, then poll, stream (SSE), or receive a
webhook until SUCCEEDED.
This skill covers driving Meshy well: choosing the right generation mode,
writing prompts that separate geometry from texture, controlling topology and
poly count, texturing and re-texturing, rigging and animating, exporting into a
game/film/print pipeline, and judging whether the output is usable.
Evidence labels used below
- [Doc] — stated in official Meshy documentation, API reference, or help
center (URLs in Sources). Volatile items carry a verification date.
- [1P-claim] — a first-party Meshy claim (marketing/blog/help) not
independently verified. Treat as a claim, not a guarantee.
- [Heuristic] — production judgment from how generative-3D pipelines behave;
verify against your own output.
Volatile facts (model IDs, credit costs, limits, formats) were verified
2026-07-10 against docs.meshy.ai. Re-check the changelog and pricing pages
before quoting numbers to a user, because Meshy ships model versions and
adjusts credit costs and promotions frequently.
When to use Meshy — and when not to
Use Meshy when you need:
- A single, coherent prop, character, or creature fast from a prompt or a
reference image (concept-to-asset, game jam, previz, background dressing,
crowd fillers, marketplace assets, 3D-print blanks). [Heuristic]
- A textured starting mesh you will clean up downstream rather than a
final production hero asset. [Heuristic]
- Bulk asset generation where throughput and cost per asset matter more
than authored topology. [Heuristic]
Do not reach for Meshy when:
- You need exact real-world dimensions or CAD tolerances (mechanical parts,
enclosures, mounting brackets). Generative meshes are approximate; use CAD.
[Heuristic]
- You need guaranteed-watertight, manifold geometry for manufacturing. Meshy
offers printability analysis/repair and remesh, but does not guarantee a
manifold result; validate in a slicer/mesh-repair tool. [Heuristic]
- You must edit the geometry of an existing hand-authored asset — Meshy
regenerates, it does not surgically edit your mesh.
- The subject is a full scene (room, environment, multiple interacting
objects). Text-to-3D and image-to-3D reconstruct one subject best; build the
scene from separately generated parts in your engine. [Doc/Heuristic]
- You require clean animation-ready quad topology with edge loops around
deformation areas authored to spec. Meshy's
quad remesh is quad-dominant
reconstruction, not artist-placed edge flow. [Heuristic]
- Licensing forbids AI-generated assets, or your reference images are
copyrighted in a way that would taint ownership (see Rights & licensing).
Model versions and mode selection
ai_model accepts meshy-6, meshy-5, or latest; latest resolves to the
current generation, which is Meshy-6 as of 2026-07-10. [Doc, verified
2026-07-10] Meshy-4 was retired and its API requests are no longer supported.
[Doc] Pin an explicit version (meshy-5 or meshy-6) when you need
reproducible behavior across a batch; use latest only when you want Meshy's
newest default and can tolerate behavior changes. [Heuristic]
model_type selects standard (default) or lowpoly. [Doc] lowpoly
produces stylized low-polygon output and, per the image-to-3D reference,
overrides remesh, PBR, and poly-count settings, so do not combine it with
fine topology control. [Doc, verified 2026-07-10]
Meshy-6-only / latest-only texture features: hd_texture (4K base color),
remove_lighting (bakes out captured shadows/highlights), and, for
image-to-3D, image_enhancement. [Doc, verified 2026-07-10]
Deprecated parameters — do not use
art_style (Text-to-3D preview) — unsupported by Meshy-6; formerly
realistic / sculpture. [Doc]
symmetry_mode — no longer functional. [Doc]
is_a_t_pose — replaced by pose_mode (a-pose, t-pose, or "").
[Doc]
- Remesh
resize_height, resize_longest_side, auto_size, origin_at —
documented as deprecated on the remesh endpoint. [Doc]
Passing deprecated params generally no-ops; prefer the current replacements so
your integration survives cleanups.
The async job model
Base URL https://api.meshy.ai/openapi/v1 (Text-to-3D uses the v2 path
/openapi/v2/text-to-3d; other endpoints are v1). [Doc, verified
2026-07-10]
Auth Bearer token: Authorization: Bearer $MESHY_API_KEY. Create the key
at meshy.ai/settings/api; it is shown once — store it (env var, secret
manager), never hardcode. API access requires a Pro tier or higher
subscription; the free tier cannot create API tasks. [Doc]
Task lifecycle Every generation POST returns a task id immediately. Status
progresses PENDING → IN_PROGRESS → SUCCEEDED (or FAILED / CANCELED), with
progress 0–100 and, while PENDING, preceding_tasks (queue position).
[Doc]
Three ways to learn a task finished [Doc]:
- Poll
GET /openapi/v1/<endpoint>/:id on an interval until terminal
status. Simplest; use a backoff (e.g. 2–5 s) and stop on
SUCCEEDED/FAILED/CANCELED. [Heuristic]
- Stream
GET .../:id/stream — SSE message/error events; partial
frames carry only id, progress, status.
- Webhook — register a callback to be notified on completion. Prefer for
server integrations to avoid poll load. [Heuristic]
Rate limits (verified 2026-07-10) [Doc]: 20 requests/second on Pro,
Premium, Ultra, Studio; 100/s on Enterprise. Concurrent "queue" tasks (Text to
3D, Image to 3D, Text to Texture, Remesh): Pro 10, Studio 20, Premium
30, Ultra 100, Enterprise 50 (customizable). Exceeding rps →
429 RateLimitExceeded; exceeding concurrency → 429 NoMoreConcurrentTasks.
Design a client-side concurrency gate to your tier's queue limit and retry 429s
with backoff. [Heuristic]
Error codes [Doc]: 400 bad/invalid params or over-limit prompt, 401
bad key, 402 insufficient credits, 404 unknown task, 429 rate/queue.
Failed tasks return task_error.message; consumed_credits is 0 on failure.
Asset retention Generated files are retained ~3 days on non-Enterprise
plans. [Doc, verified 2026-07-10] Download and re-host output URLs
promptly; do not treat Meshy CDN URLs as permanent storage. [Heuristic]
Text-to-3D: the two-step preview → refine workflow
Text-to-3D is deliberately two calls so you can approve geometry before paying
to texture it. [Doc]
Step 1 — preview (geometry only). POST /openapi/v2/text-to-3d with
mode: "preview" and a prompt (≤ 600 chars). Key controls: [Doc, verified
2026-07-10]
ai_model meshy-6 | meshy-5 | latest
model_type standard | lowpoly
topology triangle (default) | quad
target_polycount 100–300,000 (default 30,000); or decimation_mode 1–4
(adaptive; overrides target_polycount)
should_remesh (default false on Meshy-6, true otherwise)
pose_mode "" | a-pose | t-pose — request an A/T pose when the mesh
will be rigged
target_formats any of glb, obj, fbx, stl, usdz, 3mf (all except 3mf by
default)
auto_size + origin_at (bottom/center) for real-world scale
alpha_thumbnail, moderation
Step 2 — refine (texture). POST again with mode: "refine" and
preview_task_id = the succeeded preview's ID. Texture controls: enable_pbr
(metallic/roughness/normal/emission maps), hd_texture (4K base color, Meshy-6),
texture_prompt (≤ 600 chars), texture_image_url (URL or base64 style
reference), remove_lighting (default true, Meshy-6). [Doc]
Outputs include model_urls (per format), texture_urls (array with
base_color and, under PBR, metallic/normal/roughness/emission),
thumbnail_url. [Doc]
Because these are separate billed steps, iterate cheaply: regenerate or
re-prompt at preview until the silhouette/topology is right, then refine once.
[Heuristic]
Image-to-3D and Multi-Image-to-3D
POST /openapi/v1/image-to-3d reconstructs one subject from one image
(image_url as public URL or base64 data URI, .jpg/.jpeg/.png), or from a
prior text-to-image / image-to-image task via input_task_id. [Doc]
Texturing and topology params mirror text-to-3D refine plus:
should_texture (default true), image_enhancement (Meshy-6, default true),
save_pre_remeshed_model, multi_view_thumbnails. [Doc, verified
2026-07-10]
POST /openapi/v1/multi-image-to-3d accepts 1–4 images of the same object
from different angles (image_urls) for better reconstruction. [Doc]
Reference-image guidance [Heuristic]:
- Use a clean subject on a plain background, well lit, minimal occlusion,
the whole object in frame. Busy backgrounds bleed into reconstruction.
- For multi-image, shoot/collect consistent, non-conflicting views (e.g.
front, side, back) of the same object at the same scale and lighting;
contradictory views produce fused or averaged geometry.
- Image-to-3D infers unseen sides — expect invention on the back of a
single-front-view input; add views (multi-image) to constrain it.
texture_prompt and texture_image_url guide texture, not shape; text is
prioritized if both are given (per the image-to-3D reference). [Doc]
Texturing, PBR, and re-texturing
Texture quality is separable from geometry. Options across the texturing-capable
endpoints [Doc]:
enable_pbr — produce metallic/roughness/normal (+ emission on Meshy-6) maps
for physically based rendering in Unity/Unreal/Blender. Leave off for flat
base-color-only assets.
hd_texture — 4K (4096²) base color; PBR maps stay 2K. Meshy-6/latest
only. Use for hero assets seen close up; skip for background props to save
credits/time. [Doc/Heuristic]
remove_lighting — bakes out captured highlights/shadows so your engine can
relight; default true, Meshy-6/latest. Keep on when the asset must react to
scene lighting. [Doc]
Retexture / restyle an existing mesh: POST /openapi/v1/retexture with
input_task_id or model_url (.glb/.gltf/.obj/.fbx/.stl) plus a style via
text_style_prompt (≤ 600 chars) or image_style_url; if both are given,
image_style_url wins. [Doc, verified 2026-07-10] Key flag:
enable_original_uv — reuse the model's existing UV layout instead of
generating new UVs (preserves existing textures; if the model has no UVs,
quality suffers). Also supports enable_pbr, hd_texture, remove_lighting,
ai_model, target_formats. [Doc] Use retexture to re-skin one mesh into
many variants (color/material swaps) without regenerating geometry. [Heuristic]
Topology, poly count, and remesh
topology: triangle — default; fine for static props, rendering, and most
engine import. topology: quad — quad-dominant reconstruction, friendlier to
subdivision and some DCC workflows, but not artist-authored edge loops.
[Doc/Heuristic]
target_polycount (100–300,000): pick to budget. As rough starting targets
[Heuristic]: background/mobile props ~1k–10k; standard game assets ~10k–50k;
film/close-up hero or 3D-print masters higher (tens–hundreds of thousands).
These are budgets, not quality guarantees — a high count can still hide bad
topology.
decimation_mode 1–4 gives adaptive reduction and overrides
target_polycount. [Doc]
Remesh POST /openapi/v1/remesh re-topologizes/exports an existing task or
uploaded model (input_task_id or model_url; .glb/.gltf/.obj/.fbx/.stl).
Params: target_formats (adds blend), topology, target_polycount
(100–300,000, default 30,000), decimation_mode 1–4. [Doc, verified
2026-07-10] Reach for remesh when the raw generation has too many faces,
messy topology, or you need a watertight-oriented mesh for printing, and
before rigging if the mesh exceeds 300,000 faces (the rigging cap). [Doc]
Recommended post-processing order (Meshy's own guidance):
Remesh → Unwrap UV → AI Texturing → Rigging → Animate → export. [Doc]
Rigging and animation
POST /openapi/v1/rigging rigs a textured humanoid GLB. [Doc, verified
2026-07-10] Requirements and params:
- Input:
input_task_id (a textured model task) or model_url (GLB /
.glb only, public URL or data URI). [Doc]
height_meters (default 1.7, must be positive); optional
texture_image_url (UV-unwrapped base-color PNG). [Doc]
- Constraints: humanoid with clearly defined limbs; character must face the
+Z axis (glTF forward); ≤ 300,000 faces when using
input_task_id (remesh first if larger). Untextured meshes, non-humanoids,
and unclear limb structure are unsuitable. [Doc]
- Output: rigged character in FBX and GLB, plus basic walk/run animations
(skinned and armature-only variants). [Doc]
Animation POST /openapi/v1/animations applies a library clip to a rigged
model via action_id. The library holds 500+ animations (categories like
DailyActions, WalkAndRun, Fighting, Dancing, BodyMovements); look up the
action_id in the Animation Library reference. [Doc, verified 2026-07-10]
For custom or non-humanoid motion, rig/animate in Blender/Maya instead. [Heuristic]
Export and engine import
Formats: glb, obj, fbx, stl, usdz, 3mf (remesh adds blend). Request only
what you need via target_formats to keep responses small. [Doc]
Practical routing [Heuristic]:
- Unity / Unreal / three.js / web:
glb (or fbx for skinned rigs). GLB
carries PBR maps in one file. Assign metallic/roughness/normal/
emission from texture_urls if you re-import maps separately.
- Blender / DCC editing:
glb or, from remesh, blend; fbx for rigs.
- AR (iOS Quick Look):
usdz.
- 3D printing:
stl or 3mf; run remesh first for topology/scale, then
validate manifoldness and wall thickness in a slicer.
- Set real scale with
auto_size + origin_at, or height_meters at rigging,
so the asset imports at usable size rather than arbitrary units.
Prompt construction: separate geometry from texture
Geometry is decided at preview / generation; surface look is decided at
refine / texture. Write for each stage. [Doc/Heuristic]
Geometry prompt (subject + form + a few concrete features). One object, ~3–6
key details. Name the object type first, then defining shape/parts, then scale
and intended use. Prefer singular nouns — plurals ("warriors") invite fused or
extra limbs. Avoid full scenes, abstract concepts, and micro-detail like
individual hair strands. [1P-claim, Meshy prompt guide]
Texture prompt (materials, colors, finish, style) belongs in
texture_prompt / retexture: e.g. "brushed brass and dark oak, matte finish"
rather than restating the shape. Concrete material words ("smooth gold metal")
beat vague praise ("looks beautiful"). [1P-claim]
Render-quality buzzwords ("8k, Unreal Engine, Octane, cinematic lighting") are
image-model habits; they mainly affect Meshy's texture/albedo, not geometry —
use them in the texture stage, not to try to improve the mesh. [Heuristic]
Quality review: is the mesh usable?
Inspect before accepting. Check [Heuristic]:
- Silhouette / proportions from multiple angles (use
multi_view_thumbnails or open the GLB). Generative meshes often look right
from the front and wrong from behind or top.
- Topology & poly count — is it within budget? Is it a dense blob that
needs remesh?
quad requested where subdivision/deformation is needed?
- UVs & seams — visible seams or stretched texels? If you must hand-paint,
Unwrap UV first; for restyles,
enable_original_uv preserves layout.
- Watertightness / manifold for print — do not assume; verify in a mesh
tool. Meshy provides printability analysis/repair but no guarantee. [Doc]
- Texture artifacts — baked-in lighting (turn on
remove_lighting),
smeared or hallucinated detail on unseen faces, resolution (upgrade to
hd_texture only where it shows).
- Rig readiness — humanoid, +Z facing, ≤ 300k faces, in A/T pose, textured
before you send it to rigging.
- Symmetry/limbs — extra/fused limbs or asymmetry from ambiguous prompts or
conflicting reference views → re-prompt or add views.
Iteration and repair workflow
- Preview cheaply, refine once. Approve geometry before texturing. [Doc]
- Wrong shape? Re-prompt geometry (singular noun, clearer form, add
reference image / more views). Small wording changes shift results. [1P]
- Right shape, wrong surface? Keep the mesh; re-run
refine/retexture with a better
texture_prompt or
image_style_url. Don't regenerate geometry to fix a texture. [Heuristic]
- Too heavy / bad topology? Remesh to target poly count /
quad. [Doc]
- Seams / hand-paint needed? Unwrap UV before texturing. [Doc]
- Needs animation? Ensure textured + A/T pose + ≤ 300k faces (remesh if
not) → rig → animate by
action_id. [Doc]
- Batch: gate concurrency to your tier's queue limit; retry 429s; download
outputs within the retention window. [Heuristic]
Credits and pricing (verified 2026-07-10)
API usage bills per operation in credits (Pro+ subscription required). Costs
depend on model: Meshy-6 and low-poly cost more than legacy models. [Doc]
| Operation | Meshy-6 / low-poly | Other models |
|---|
| Text-to-3D preview | 20 | 5 |
| Text-to-3D refine (texture) | 10 | 10 |
| Image-to-3D (no texture / with texture) | 20 / 30 | 5 / 15 |
| Multi-Image-to-3D (no texture / with texture) | 20 / 30 | 5 / 15 |
| Retexture / Text-to-Texture | 10 | 10 |
| Remesh | 5 | 5 |
| Auto-rigging | 5 | 5 |
| Animation | 3 | 3 |
[Doc, docs.meshy.ai/en/api/pricing, verified 2026-07-10] A full textured
Meshy-6 text-to-3D via API is therefore ~30 credits (20 preview + 10 refine).
Failed tasks charge 0. Promotions and per-model costs change — re-read the
pricing page before quoting. Web-app pricing can differ from API per-operation
pricing. [Doc/Heuristic]
Rights and licensing (verified 2026-07-10)
- Paid plans: you retain full private ownership of assets you create and
may distribute/sell them, provided (a) you did not use materials that infringe
others' copyright as input, and (b) you do not publish the model to the
public Meshy Community — publishing to the community removes that private
ownership protection. [Doc, Meshy help center]
- Free plan: models are licensed CC BY 4.0 — you may use, modify, and
even sell them, but must give attribution (Meshy suggests "Model created with
Meshy – CC BY 4.0 License"). [Doc]
- Input hygiene: feeding copyrighted/trademarked reference images (a
character, a logo, a real person) can taint ownership and create infringement
risk regardless of plan. Use references you have rights to. [Heuristic]
- Confirm current terms at meshy.ai/terms-of-use before shipping commercially;
these terms are volatile.
Complete examples (illustrative — not fixed formulas)
Example A — Textured game prop, text-to-3D, Meshy-6
Intent: a game-ready treasure chest, ~20k tris, PBR, GLB for Unity.
Preview (geometry):
curl -s https://api.meshy.ai/openapi/v2/text-to-3d \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{
"mode": "preview",
"prompt": "a sturdy wooden treasure chest with iron banding and a domed lid, ornate lock plate, medieval fantasy style",
"ai_model": "meshy-6",
"topology": "triangle",
"target_polycount": 20000,
"target_formats": ["glb"]
}'
Refine (texture) once preview is SUCCEEDED:
curl -s https://api.meshy.ai/openapi/v2/text-to-3d \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{
"mode": "refine",
"preview_task_id": "<preview_id>",
"enable_pbr": true,
"texture_prompt": "aged oak planks, dark iron fittings, worn brass lock, matte finish"
}'
Why: geometry words in preview, material words in the texture stage; PBR for
engine relighting; poly budget set at preview. Expected: a chest GLB with
base-color + metallic/roughness/normal maps. Failure modes: over-detailed prompt
→ mushy carving; skipping enable_pbr → flat look in Unreal. Variation: add
hd_texture: true for a close-up hero chest.
Example B — Character from concept art, then rig + walk
Intent: reference image → riggable humanoid → walking animation.
curl -s https://api.meshy.ai/openapi/v1/multi-image-to-3d \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{ "image_urls": ["https://.../front.png","https://.../side.png","https://.../back.png"],
"ai_model":"meshy-6", "should_texture": true, "pose_mode": "a-pose" }'
curl -s https://api.meshy.ai/openapi/v1/rigging \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{ "input_task_id": "<model_task_id>", "height_meters": 1.8 }'
curl -s https://api.meshy.ai/openapi/v1/animations \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{ "input_task_id": "<rig_task_id>", "action_id": 1 }'
Why: a-pose at generation makes rigging reliable; multi-image constrains the
back so the rig binds a real mesh, not a hallucinated one; rig needs a textured
humanoid ≤ 300k faces facing +Z. Failure modes: single front image → bad back +
failed rig; non-humanoid subject → rig rejects it; > 300k faces → remesh first.
Example C — Restyle one mesh into color variants (retexture)
Intent: reuse an approved sword mesh as three material variants without
regenerating geometry.
curl -s https://api.meshy.ai/openapi/v1/retexture \
-H "Authorization: Bearer $MESHY_API_KEY" -H 'Content-Type: application/json' \
-d '{ "input_task_id": "<sword_task_id>",
"text_style_prompt": "corroded bronze blade, verdigris patina, leather-wrapped grip",
"enable_original_uv": true, "enable_pbr": true }'
Why: enable_original_uv preserves the existing UV layout so variants stay
UV-consistent; only the surface changes; 10 credits per variant vs. re-running a
full generation. Failure mode: model lacking UVs → weaker result (unwrap first).
Sources (verified 2026-07-10)