Faruk I.
FI
Software Enginer
Small-Business (50 or fewer emp.)
"Great tool for 3D modeling"
4/5
What do you like best about Meshy?

I’m a solo developer building a 3D mobile game, and Meshy is what made a full cast of characters and enemies possible for me. The multi-image-to-3D mode is the standout feature. I give it four approved views of a character (front, side, back, three-quarter), and the model comes back with the right colors, parts and back details. Usually the first try is good enough. The whole pipeline also runs through the API: model, auto-rig with a free walk and run cycle, then clips from the animation library. That let me script it end to end. A rigged, animated character costs about 47 credits (30 for the model, 5 for the rig, 3 per clip). Each response reports the credits it used, failed requests cost nothing, and I can check my balance for free, so budgeting is predictable. I generated 18 robot enemies in one batch. The Pro license allows commercial use without attribution, which matters for a game going to the Play Store. Review collected by and hosted on G2.com.

What do you dislike about Meshy?

The auto-rig is the weakest part. In one case it treated the back of the mesh as the front, so the character walked backwards in-game. It has spread a backpack’s weights across the arms, which tore the backpack during animations, and it has placed ankle joints in the wrong spot inside boots. The rig step also dulls the texture. Newer outputs came with flat-shaded normals and a different material, so characters looked faceted next to older ones. Meshy sometimes invents parts that aren’t in the drawing, like a stray wire on a head or an extra backpack. To make the output ready for a mobile game I ended up writing a dozen-plus cleanup scripts. Rig axes are recalculated for every rig, so animation clips can’t be shared between characters and you pay for each clip again. API results are deleted after 3 days and never show up in the web workspace: a clip you bought but didn’t save is gone. Smaller points: image-to-3D has no prompt for the shape, smart-topology broke hard-surface objects into loose pieces, there’s no 1K texture option for mobile, and the docs sometimes differ from what the API actually returns. Review collected by and hosted on G2.com.

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