Not a depth map, not a relief — a closed, textured mesh with controllable topology that opens in Blender, Unreal, Unity or a browser. Upload one image, or four views of the same object, and download GLB, FBX, OBJ, USDZ and STL.
About two minutes per model · the exact credit price is shown before you generate
Six steps from a photograph to a mesh you can drop into an engine.
Drop in one clear photo of a single object. JPG, PNG, WebP, AVIF and HEIF all work, up to 20MB per image.
Add up to four photos of the same object from different angles. The tool switches to multi-image reconstruction automatically, which resolves the sides a single photo can't see.
Pick textured or bare geometry, standard or low-poly, quad or triangle topology, a target polygon count, and optional PBR maps. A texture prompt can steer the surface material.
Turn on auto-rigging for humanoid models and Meshy fits a skeleton with basic walk and run animations. Add an animation preset on top if you want the model moving out of the box.
Reconstruction takes about one to three minutes. The finished mesh loads in an interactive viewer on the page — orbit it, zoom in, and check the topology before you download.
Export GLB for the web and game engines, FBX for Maya and Unreal, OBJ for anything, USDZ for iOS AR Quick Look, or STL for printing.
A single well-lit shot produces a complete, closed mesh. No turntable, no photogrammetry rig, no capture session.
Asymmetric objects reconstruct from real data instead of inference. Add up to four angles and the tool switches modes for you.
Quad or triangle, 100 to 300,000 polygons, plus a low-poly mode for game-ready output. Not just a dense scan you have to retopologise.
Base colour plus metallic, roughness and normal maps, so the model lights correctly in Unreal, Unity or Three.js instead of looking flat.
Humanoid models come back with a fitted skeleton and basic walk and run cycles, with animation presets available on top.
GLB, FBX, OBJ, USDZ and STL ship with every generation. No export tiers, no re-running the job to change format.
Anywhere a flat reference needs to become something with volume.
Turn concept art or a reference photo into a low-poly, quad-topology mesh with PBR maps — dropped straight into Unity, Unreal or Godot, or into USDZ for AR Quick Look.
One product photo becomes a spinnable GLB for a storefront, so shoppers can turn the item over instead of scrolling through five stills.
Photograph an object, export STL, print it. Symmetry controls and a remesh pass keep the geometry watertight enough to slice.
Generate a humanoid in an A-pose, let auto-rigging fit the skeleton, then refine in Blender or ZBrush instead of blocking out from a cube.
It is a Flixly tool that reconstructs a textured 3D mesh from ordinary photographs. You upload one image — or up to four views of the same object — and Meshy V7 produces the geometry and the texture maps. The result opens in an interactive viewer in your browser and downloads as GLB, FBX, OBJ, USDZ or STL.
One is enough. A single clear, well-lit photo of a single object gives a complete mesh, with the unseen sides inferred by the model. Adding a second, third or fourth view of the same object switches the tool to multi-image reconstruction, which resolves those hidden sides from real data instead of inference — worth doing for anything with an asymmetric back or an unusual silhouette.
Every generation produces GLB, FBX, OBJ, USDZ and STL. GLB is the default download and is what the in-page viewer renders — it is the right choice for the web, Three.js, Babylon.js, Godot and Unity. FBX suits Maya, Blender and Unreal; USDZ is Apple's AR Quick Look format; STL is for 3D printing.
Yes. Choose quad topology for smooth, subdividable surfaces or triangles for detailed geometry, and set a target polygon count anywhere from 100 to 300,000. There is also a low-poly mode that produces cleaner, game-ready polygons, and a remesh toggle if you would rather keep the raw output.
Yes. Textures are on by default. Enabling PBR adds metallic, roughness and normal maps alongside the base colour, so the model responds to lighting properly in a real engine. You can also write a short texture prompt to steer the material, or supply a reference image for the texturing pass.
For humanoid models with clearly defined limbs, yes. Auto-rigging fits a skeleton and includes basic walking and running animations; you can also apply an animation preset from Meshy's library. Rigging works best when the model is generated in an A-pose or T-pose, both of which are options on the page.
Pricing follows the options you pick, and the exact credit cost is shown on the page before you generate. Bare geometry is the cheapest tier, a textured mesh costs more, and ultra-detail geometry more again; auto-rigging and animation each add a small amount on top. You are charged once per generation — there is no per-format fee, and all five file formats come with every model.
Game and AR assets from concept art or reference photos, product visualisation and 3D e-commerce listings, printable models from a single photograph, previsualisation props, and character bases that get refined in Blender or ZBrush afterwards.