
We use Meshy for prototyping turn-based strategy game characters in Unity. In an experiment, we obtained two character variants from one concept, chose the best one, and transferred it through Blender to Unity. The result was significantly closer to the reference than our previous procedural model. The API/MCP is useful for automation, PBR texture generation, mesh simplification, and autorigging. After refinement, the character, along with the weapon, fit into approximately 14,000 triangles. Review collected by and hosted on G2.com.
The model cannot be considered fully game-ready immediately after generation. After simplification, the fingers were merged, and the shoulders, elbows, and wrists required weight and deformation corrections. The back, which was not visible in the original image, turned out to be less detailed. The textures retained drawn highlights, and the materials had to be adjusted for Unity lighting. It would be helpful to see clearer differences in cost and available operations in the web interface and API. Review collected by and hosted on G2.com.