Meshy 5 Retexture

byMeshy

Synthesize engine-ready PBR materials directly onto existing 3D meshes using natural text prompts or 2D image swatches

Cobalt ceramic amphora with gold handles retextured by Meshy

How Meshy 5 Retexture works

Take untextured 3D models from rough geometry to production-ready PBR assets in three straightforward stages.

Source amphora mesh in the local Fuser canvas

Upload your geometry

Import your untextured CAD, graybox, or decimated blockout mesh in GLB, OBJ, FBX, or STL format under 50MB.

Material description connected to Meshy Retexture

Define surface materials

Type a descriptive material prompt or supply a flat 2D texture swatch to steer the albedo, roughness, and normal maps.

Meshy Retexture displaying the native cobalt and gold amphora

Export engine-ready maps

Download your intact 3D model with generated 2K PBR maps ready for immediate lighting in Unreal Engine or Unity.

What Meshy 5 Retexture is good at

Engineered to synthesize physically accurate material maps, surface weathering, and relightable details across complex meshes.

PBR brass lantern with blue glass panels retextured by Meshy

Full 2K PBR map generation

Generate synchronized diffuse albedo, metallic, roughness, and normal maps in a single pass to ensure accurate physical lighting under dynamic engine lights.

Weathered teal industrial drill retextured by Meshy

Procedural surface weathering

Apply realistic wear patterns, edge chipping, oil accumulation, and surface scratches directly onto high-stress geometric contours without hand-painting.

Burgundy upholstered chair retextured with original UV coordinates

Preserved original UV topology

Retain custom UV layouts and mesh vertex counts with original UV projection, or allow automatic unwrapping when working from unmapped blockouts.

Green jewelry chest retextured by Meshy using a dedicated material reference swatch

2D image swatch transfer

Project flat material swatches and cleanly lit photographic texture references directly across complex 3D topology to replicate specific real-world surfaces.

Made with Meshy 5 Retexture

Explore material finishes generated across varied geometries, from weathered historical props to sleek industrial surfaces.

Pale celadon serving bowl retextured by Meshy

Handcrafted celadon ceramic with metallic kintsugi seam detailing

Weathered cream rally car retextured by Meshy

Weathered rally bodywork with layered paint and gravel pitting

Native Meshy retexture of an archival microscope with aged brass fittings and selective oxidation.

Archival brass scientific apparatus with selective oxidation

Blue and ivory mecha armor retextured by Meshy

Sci-fi mecha plating with distressed edge wear and carbon scoring

Natural wood and teal upholstered seating retextured by Meshy

Scandinavian interior furniture with natural wood grain and woven silk

What people build with Meshy 5 Retexture

From game studios skinning prop libraries to product designers exploring CMF variants, see how creators streamline material workflows.

Game asset skinning

01

Retexture environment grayboxes and modular props into distinct biome variants with synchronized roughness, metallic, and normal maps.

Industrial design lookdev

02

Iterate across varied material combinations on CAD solids and prototypes to visualize surface finishes before tooling and physical fabrication.

Architectural material staging

03

Apply weathered stone, fluted plaster, and varnished woodwork to raw spatial geometries for realistic real-time walkthroughs.

E-commerce 3D visualization

04

Transform untextured product scans into high-fidelity digital twins with accurate specular highlights and realistic textile weaves.

Digital fashion and apparel

05

Texture 3D garment meshes with intricate weaves, synthetic sheens, and distressed leather finishes for virtual lookbooks.

Meshy 5 Retexture specs

Plans and credits
Inputs
Model (3D model), Texture Prompt (text), Texture Image (image)
Output
3D model
Cost
413 credits per run

Frequently asked questions

Meshy 5 Retexture synthesizes a full 2K PBR material set comprising diffuse albedo, roughness, metallic, and normal maps. When PBR mode is active, each generated map aligns with the underlying mesh topology, allowing assets to react accurately to dynamic lights and reflections in modern rendering engines like Unreal Engine and Unity.

The model accepts closed 3D meshes in GLB, OBJ, FBX, and STL formats under 50MB. For optimal projection and performance, input models should be under 100,000 to 200,000 vertices with manifold geometry and consistent face normals.

Enable the original UV toggle before running the model. This instructs the synthesis pipeline to project textures directly into your pre-existing UV islands, which is ideal if you have custom unwraps prepared in Blender or Maya. If your model lacks UV coordinates, disabling this option allows the model to automatically unwrap and pack new UV islands.

Yes, you can provide a 2D image reference swatch to guide material generation. When an image URL is supplied, it overrides the text style prompt, transferring surface colors and textures directly onto the mesh. For the best results, use cleanly lit, flat swatches without complex background clutter or perspective distortion.

Avoid relying on the model for crisp typographic logos, vector decals, or legible text labels, as lettering is frequently garbled. Additionally, open non-manifold meshes and extreme micro-detailing on biological faces may exhibit texture stretching or color bleeding along tight occluded seams.

Try Meshy 5 Retexture on Fuser

Synthesize engine-ready PBR materials directly onto existing 3D meshes using natural text prompts or 2D image swatches