What do you like best about Meshy?
I initially tried Meshy out on a whim because it seemed interesting, and I had seen some ads around so figured I can try it out for a month. That was 8 months ago and I'm still actively using it. It's kind of cheesy to rate it a "10" on the how likely am I to recommend it to others, but I've already recommended it to several and showed how awesome it can be in a workflow, so...I guess that has to be a 10, right?
The UI is clean, and easy to navigate, and it keep seeing updates which is nice.
As for the integrations, I've been using it primarily with Blender and Nomad, and also hooked it up to directly import to both Unreal and Unity and it's been quite good. For the most part, I will require to clean up the meshes, but that's excellent because I'm not looking to replace my entire workflow but to enhance my toolset, as I still do love modelling and being in creative control. It's an amazing tool for a 'base' if anything.
Performance-wise, so far, so good. There are some scenarios where it struggles, for example I tried creating a simple shield with multiple references and it was insisting on including an entire arm on which it's attached to, across 8~ attempts or so. At that point I gave up and just modelled it myself and then uploaded the model and let Meshy work with what I had made for it instead. At other times, it's the complete opposite. From the shield I made I used it as a reference to create a sword and the sword was absolutely fantastic. It honestly surprised me. It's all about finding a workflow and getting to know the tools because it's super fun once you get it going!
As for pricing; I'm pleased. I have admittedly tried some other services, albeit not extensively, but Meshy has been the only service so far that's kept me coming back. Full transparency; it's mostly been because they have been consistently offering special deals to continue subscribing, unlike other services I've tried. I'm a student so money is a concern, and in this economy? Yeah, it definitely matters, and Meshy simply provided what I need for the price I can afford so... I'm happy with that.
Support? Well, I actually have been in contact with them. I had an issue at one time where instead of adding tokens to my account, it was removed from it. Getting in touch with the support however was extremely easy and quick and they were super helpful and we got the issue resolved without any problems. I hope they discovered a bug they could sort out from my unfortunate mishap, but it's fine. It's all fixed now! Nothing but good on that end.
As for the capabilities of the AI model(s) themselves. It's hard to really say. It's not exactly a chatbot so there's not much conversation to be had, but in terms of output, I think for the most part it's good. As I said earlier, it's a bit hit or miss sometimes, but it also very much depends on what you are doing. Animation is something I've not dabbled much in, so I can't speak for its quality. The texturing is kind of weird, sometimes the UV maps are excellent, sometimes a jumbled mess (but the result looks good on the model itself), although I do wish the UV maps could be properly handled at times since it does cause some shader-issues in game engines if not done correctly.
Overall; happy with Meshy, and excited for its future. I think they're excellent, and there's always new things being developed which is nice. Review collected by and hosted on G2.com.
What do you dislike about Meshy?
Oh, I covered what I disliked earlier a tad, but to be more specific; I'd say it's for the most part the UV-mapping quality, as the UV islands can be extremely jumbled and difficult to work with.
I do also wish there was a way to specifically target a 'part' of the output mesh. For example in my previous example, I generated a shield and it kept having an arm attached to it for some reason despite my references images not having an arm. It'd be nice if I could prompt it to specifically target that part of the mesh and refine it as such, to enable an iterative workflow rather than a "One-click-process".
As nice as "One-click-processes" can be, I do prefer being able to choose when I want to be more precise and specific.
And while I don't have a lot of experience with the animation tools, it'd be nice with some means to manually tweak bones or parts as well. Basically, it mostly boils down to having precise control to adjust things!
And, this isn't so much a 'dislike'; I want to see more improvements to the low-poly mesh generator! I know it's in beta so it's coming, but think of this more as support for it. :) Review collected by and hosted on G2.com.