Core concepts
Learn the 3D basics behind Meshy, such as meshes, textures, topology, UV mapping, and rigging, and how they fit into one workflow.
A mesh is the shape of a 3D model. Textures add color and surface detail. Topology describes how the mesh's faces are arranged, UV mapping defines how textures wrap onto the mesh, and rigging adds a skeleton so the model can move.

Glossary quick reference
The following table defines the terms you see most often in Meshy.
| Term | Definition |
|---|---|
| Mesh | 3D geometry made of vertices, edges, and faces |
| Polygon count | The number of faces in a model. Game assets usually stay under 50,000, and film assets can reach millions. |
| PBR textures | Physically based rendering maps: albedo, normal, roughness, and metallic |
| Topology | The arrangement and flow of faces. Clean topology means even quads that follow the model's structure. |
| UV mapping | Unwrapping a 3D surface into 2D space so textures map correctly |
| Rigging | Binding a skeleton to a model so it can be animated |
| Normal map | An RGB texture that simulates surface bumps without adding geometry |
| LOD | Level of detail, meaning versions of a model at different resolutions for different viewing distances |
| Watertight mesh | A closed mesh with no holes, which 3D printing requires |
| GLB and GLTF | Open 3D file formats, the standard for the web and real-time rendering |
| FBX | An Autodesk format, the main exchange format for game engines such as Unity and Unreal |
| STL | A geometry-only format, the standard input for 3D printing |
| USDZ | Apple's AR format for Quick Look and Reality Composer |
For more terms, see the Glossary.
How the concepts connect in Meshy
Each Meshy tool works on one of these concepts:
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Generation: Meshy creates a mesh from text, an image, or a chat, and can texture it in the same step.
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AI Texturing: Meshy generates new textures for the mesh, including PBR maps.
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Remesh: Meshy rebuilds the mesh with a lower or optimized polygon count and keeps its shape.
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Unwrap UV: Meshy generates a clean UV layout for custom texture work.
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Rigging: Meshy binds a skeleton to the mesh for animation.
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Export: you download the mesh, textures, and rig in the format you choose.
FAQ
- What is a mesh in 3D modeling?
- A mesh is the geometric structure of a 3D model, made of vertices, edges, and faces. Its polygon count affects both quality and performance.
- What are PBR textures?
- PBR (physically based rendering) textures simulate how real-world light hits a surface. They use albedo, normal, roughness, and metallic maps for realistic materials.
- What is topology and why does it matter?
- Topology is how the faces of a mesh are arranged. Clean topology makes animation, deformation, and rendering work better.
- What is UV mapping?
- UV mapping unwraps a 3D surface into 2D space so textures apply without seams or stretching.
- What is rigging in 3D?
- Rigging adds a skeleton to a model so it can be posed and animated. Meshy auto-rigs humanoid and quadruped models.
Next steps
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To look up more 3D terms, see the Glossary.
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To put these concepts into practice, see Meshy web app documentation.
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To learn how Meshy generates PBR maps, see AI Texturing.