Meshy

Text-to-3D and image-to-3D generator with textured, exportable meshes

AI 3D & GamingFree planOverseasβ˜…β˜…β˜…β˜…β˜… 5.0

What is Meshy?

Meshy turns a text prompt or a reference image into a textured 3D model in the browser. The workflow is built around text-to-3D, image-to-3D and texture regeneration, with automatic UV unwrapping and PBR maps so results can go straight into a renderer instead of staying a grey preview. A quad-topology and remeshing option aims output at real-time engines, and exports cover GLB, FBX, OBJ, USDZ and STL. A REST API makes it usable inside a content pipeline, and the free credit allowance is enough to judge whether the output style suits your project.

Last updated: 2026-09-20. This site only provides an index; for exact features, pricing, and licensing, see the official website.

Key features

  • Text-to-3D and image-to-3D generation with PBR texture maps
  • Automatic UV unwrapping and texture projection on generated meshes
  • Optional quad topology and remeshing for game-ready output
  • Exports GLB, FBX, OBJ, USDZ and STL for engines and print
  • Character rigging and simple animation presets
  • REST API for batch generation inside an existing pipeline

Pros & cons

Strengths

  • Fast route from concept text to a textured mesh
  • Texture maps are baked in, so exports render without extra setup
  • Free credits let you judge quality before paying

Watch out for

  • Topology is rarely clean enough for hero characters
  • Fine surface detail softens on close-up renders
  • Credits drain quickly on high-poly or repeated runs

Best for & use cases

game prototypes, ar and vr props, 3d printing tests and concept blockouts

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FAQ

What file formats does Meshy export?

GLB, FBX, OBJ, USDZ and STL are supported, with texture maps included. GLB and FBX are the usual choices for game engines, while STL suits 3D printing workflows.

Can it produce characters with rigs?

Yes, there are rigging and animation presets for character models. They are convenient for simple previews, but custom rigs in a dedicated 3D tool still win for production animation.

Is the output usable in a commercial game?

Often yes, as props or background assets after cleanup. Treat generated meshes as a starting point: retopology and texture retouching are still normal steps before shipping.