Meshy: The Essentials
Last updated: September 2, 2026
Overview
Meshy is Scenario's full 3D pipeline: generate a mesh from a text prompt or reference photos, add motion, then clean up, retexture, or unwrap it for production. This guide leads with Meshy 7, the current generation and the recommended starting point for new work, followed by the tool models that refine or animate a mesh you already have, and a recommended pipeline tying them together. The earlier Meshy 6 generation is noted alongside its Meshy 7 counterpart where it still applies.
Every Meshy model returns a standard mesh you can download as GLB, FBX, or OBJ.
1. Text to 3D
Generate a 3D mesh directly from a text prompt, no reference image required.
Meshy 7 - Text-to-3D (current generation): higher-fidelity geometry than Meshy 6, with an optional Ultra mode for finer surface detail. Base color renders at 2K, 4K, or 8K with optional PBR maps, triangle or quad topology, and A-pose or T-pose output for characters.
Meshy 6 - Text to 3D: previous generation, still available. Choose a Realistic or Statue art style, Symmetry Mode, and a Target Polycount up to 300K.
Meshy T2 Smart Topology: also generates straight from a text prompt (in addition to the image route below), building the same clean, pre-organized topology with no separate remesh pass, Target Polycount 100 to 15,000.
Pro Tip: Ultra mode pairs best with the raw, unprocessed mesh (leave Remesh off). Stacking Ultra, Remesh, and 8K textures together on the same generation can distort the geometry.
Desert raider NPC, generated with A-pose for rigging, 4K PBR. · Open on Scenario
2. Image to 3D (Single and Multi View)
Turn one reference photo, or up to four angles of the same subject, into a textured mesh. Multi-view input resolves geometry a single photo cannot show: the back, sides, and other hidden surfaces.
Meshy 7 - Image to 3D and Meshy 7 - Multi Image to 3D (current generation): the same Ultra mode, 2K to 8K PBR texturing, and topology controls as Text-to-3D. On Multi Image to 3D, Ultra mode builds its dense geometry from every reference view supplied, not just the primary photo, for sharper results on thin or mechanical detail. New: Texture Reference Images, a separate set of up to four photos that guide the surface only, independent of the geometry photos, so a new material can be tried with no remodeling.
Meshy T2 Smart Topology: builds organized, evenly distributed geometry directly during generation, so results arrive animation-ready without a manual retopology pass. Works from a single reference image or directly from a text prompt (see Text to 3D above), with Target Polycount ranging 100 to 15,000.
Meshy 6 - Image to 3D and Meshy 6 - Multi Image to 3D: previous generation, still available. Choose Standard mode for high-fidelity hero assets, or Low Poly mode for real-time, mobile-ready meshes.
Pro Tip: reach for Smart Topology when you want a budget-controlled, already-clean mesh straight from concept art and want to skip a separate remeshing round. Reach for Multi Image to 3D's Texture Reference Images when you want to explore materials without regenerating geometry.
Plain silver plate armor geometry, textured entirely from a separate rusted battle-damage reference photo. · Open on Scenario
Forest imp creature, generated from a text prompt with Meshy T2 Smart Topology, 4K PBR. · Open on Scenario
Ultra Mode on Multi-View Jobs: Multi Image to 3D's Ultra mode builds its initial dense geometry from every input view at once instead of relying on the remesh pass alone. The pairs below use the identical reference views and settings, with only Ultra mode toggled, so the difference is the geometry fidelity, not the subject.
Standard mode, off-road Jeep from 3 reference views. Roof-rack bars and tire tread read softer. · Open on Scenario
Ultra mode, same 3 reference views and settings. Roof-rack bars stay distinct as separate rails, tread blocks and door seams cut sharper. · Open on Scenario
Standard mode, quadrupedal mech from 3 reference views. Leg joints and antenna read a touch softer. · Open on Scenario
Ultra mode, same 3 reference views and settings. Leg joints and cannon barrels hold cleaner edges, antenna stays straight. · Open on Scenario
3. Text to Motion
Generate a standalone, rigged motion clip directly from a written action description, no source mesh or reference video needed.
Meshy Text to Motion: duration ranges 2 to 10 seconds. Exports as FBX or BVH on an industry-standard bone hierarchy that retargets cleanly onto your own character rig.
Pro Tip: keep to a single, simple action (a walk cycle, an idle fidget, a wave) rather than a multi-beat sequence, for reliable results.
Bubbly mascot bounce-and-freeze idle clip, 5 seconds. · Open on Scenario
4. Other Meshy Tools (3D to 3D)
These models take a 3D model as input instead of an image or a prompt, so you can clean up, retexture, rig, or animate a mesh you already have.
Meshy 7 - Retexture (current generation) and Meshy 6 - Retexture (previous generation): rewraps an existing mesh in a new material without changing its geometry or UVs. Drive it with a style prompt or a style image, and render 2K, 4K, or 8K PBR maps.
Meshy Remesh: refines an existing model's topology and polycount. Choose triangle or quad topology and a target polycount, then rescale or set the pivot origin. Meshy 7's own generation models bake a remesh pass into their own Remesh toggle, so this standalone tool matters most for meshes from another source.
Meshy UV Unwrap: auto-generates clean UV maps for any GLB mesh, so assets from any source are ready for texturing or retexturing.
Meshy Rigging: automatically adds a skeleton and skin weights to a humanoid GLB character, making it animation-ready in a single step.
Meshy Animation: rigs and animates a character in one step, applying any motion from a library of 500+ game-ready clips.
Pro Tip: keep the input mesh under about 300K polygons for Rigging; heavier meshes take significantly longer and are far more likely to fail. Run a dense mesh through Meshy Remesh first, quad topology also gives cleaner rigging results.
Untextured source mesh. · Open on Scenario
Same geometry, retextured into an aged copper and verdigris patina at 8K. · Open on Scenario
5. A Recommended Pipeline
For a game-ready character or prop, the Meshy family covers every step end to end:
1. Generate: create the base asset with Meshy 7 - Text-to-3D, Image to 3D, or Multi Image to 3D, or Meshy T2 Smart Topology for a topology-clean pass straight from a prompt or an image.
2. Retopologize (optional): run Meshy Remesh to bring the mesh to an engine-friendly poly count, especially before rigging.
3. Unwrap (as needed): run Meshy UV Unwrap on any mesh from another source that arrives without clean UVs.
4. Texture: apply Meshy 7 - Retexture for a new material pass, using Texture Reference Images to try a look without remodeling.
5. Rig and Animate: auto-rig with Meshy Rigging, then animate with Meshy Animation's clip library, or generate a custom clip directly with Meshy Text to Motion.
Conclusion
Meshy is really two toolkits in one: a set of generation models (Text-to-3D, Image to 3D, Multi Image to 3D, Smart Topology, and Text to Motion) for starting from a prompt or a photo, and a full suite of mesh-editing tools (Remesh, Retexture, UV Unwrap, Rigging, and Animation) for anything already in 3D. Start with Meshy 7 for new work, lean on the tools to get the result production-ready, and reach for a Meshy 6 model only if a pipeline is already standardized on it.