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Transform existing 3D meshes with production-ready PBR textures and surface styles from text or reference imagery
Apply new surface materials to your existing 3D assets in three straightforward steps.
Production-grade PBR texture synthesis engineered to conform to existing mesh contours and pipeline requirements.
Explore material finishes, stylized surfaces, and multi-layered PBR wraps generated across diverse 3D geometries.
From game cosmetic reskins to industrial concept lookdev, explore how 3D artists accelerate texturing workflows.
Meshy 5 Retexture accepts .obj, .fbx, .glb, .gltf, and .stl meshes. Input models should have clean geometry and remain below 500k polygons to prevent processing timeouts.
The model outputs a full PBR material set including Base Color (Albedo), Normal, Roughness, and Metallic maps when PBR generation is enabled. These maps plug directly into standard Metallic/Roughness shaders across engines like Unreal Engine, Unity, and Godot.
Preserve original UVs if your 3D asset already has clean, non-overlapping UV islands configured for your production pipeline. Disable original UV preservation if you are retexturing raw sculpts, CAD exports, or rapid blockouts lacking UV coordinates so the system can generate a new UV layout.
No, providing an image reference URL overrides the text prompt entirely. To guide the output, either write a specific text prompt detailing surface materials and finishes, or supply a clean, flat-perspective 2D reference image with uniform lighting.
Meshy 5 Retexture struggles with ultra-fine facial and anatomical textures, exact typographic decals, and emissive or glow maps. Meshes with overlapping or broken UV coordinates will also show visible texture seams if original UVs are preserved.
Transform existing 3D meshes with production-ready PBR textures and surface styles from text or reference imagery