AI Texturing

Generate or regenerate high-quality PBR textures for any 3D model — control style by prompt and output HD Albedo, Normal, Roughness, and Metallic maps.


TL;DR

  • Generate or regenerate high-quality PBR textures (Albedo, Normal, Roughness, Metallic) for existing 3D models.

  • Supports uploading your own mesh for texturing — not limited to Meshy-generated models.

  • Control parameters: Remove Lighting (remove baked lighting), Generate PBR Textures (full PBR suite), HD Texture (high-resolution output).

  • Style can be controlled via text prompt (e.g., "weathered wood", "futuristic metallic").


When to Use

  • The initial textures from generation aren't good enough and need to be regenerated.

  • You have an untextured mesh (white model) that needs AI auto-texturing.

  • You want to change the model's material style (e.g., from realistic to cartoon).

  • You need a complete PBR texture set for a PBR rendering pipeline.


When NOT to Use

  • You want to manually paint textures → Export UV and work in Substance Painter

  • You only need color/brightness adjustments → Fine-tune in DCC tools


Step-by-Step

  1. Select the target model in My Models, or upload an external mesh (OBJ, FBX, GLB).

  2. Enter the AI Texturing tool.

  3. Configure parameters:

    • Text Prompt: Describe the desired material style (e.g., "rusted iron with scratches").

    • Remove Lighting: Enable to remove baked lighting for more accurate PBR rendering.

    • Generate PBR Textures: Enable to generate the full Albedo + Normal + Roughness + Metallic set.

    • HD Texture: Enable to output high-resolution textures (2K/4K).

  4. Click Generate Texture.

  5. Preview the result under different lighting environments to check PBR quality.

  6. Download the texture files or export the complete textured model.


Settings & Tradeoffs

SettingOptionsTradeoff
Remove LightingOn / OffOn: removes baked shadows, ideal for PBR pipelines. Off: preserves original lighting info.
Generate PBR TexturesOn / OffOn: outputs 4 maps, complete PBR pipeline. Off: Albedo only.
HD TextureOn / OffOn: 2K–4K textures, sharper, costs more credits. Off: 1K standard.
Style PromptFree textMore specific = better results. Stack style keywords for best effect.

Examples

Success Example:

  • Input: Low-poly sword mesh (no textures), prompt "ancient elvish blade, silver with blue rune engravings, fantasy style"

  • Settings: PBR On, HD On, Remove Lighting On.

  • Result: Complete PBR texture set with detailed engravings, proper metallic response.

Failure Example:

  • Input: Dense mesh with overlapping UVs, prompt "wood"

  • Result: Texture seams and distortion visible.

  • Fix: Run Unwrap UV first to generate a clean UV layout, then re-apply AI Texturing.


Troubleshooting

SymptomCauseFix
Visible texture seamsPoor UV layoutRun Unwrap UV first, then re-texture
PBR maps look "flat"Remove Lighting not enabledEnable Remove Lighting to remove baked shadows
Texture style doesn't match promptPrompt too shortAdd more descriptors: material, era, wear level, colors
HD textures load slowly4K texture files are largeNormal behavior; disable HD Texture if ultra-high-res isn't needed

FAQ

How do I add textures to a 3D model in Meshy?
Select a model or upload your own mesh, open AI Texturing, enter a material prompt, and generate PBR textures.
Can I texture a model I made elsewhere?
Yes. You can upload external meshes (OBJ, FBX, GLB, up to 50MB) for AI texturing — not just Meshy-generated models.
What does "Remove Lighting" (delight) do?
It strips baked-in lighting and shadows from the texture so PBR rendering looks correct under any lighting environment.
What PBR maps does Meshy generate?
With Generate PBR Textures enabled, Meshy outputs Albedo, Normal, Roughness, and Metallic maps, plus optional 2K/4K HD resolution.
Why do my textures have seams or distortion?
This usually means poor UVs. Run Unwrap UV first to generate a clean UV layout, then re-apply AI Texturing.

  • Unwrap UV — Generate clean UVs before texturing

  • Remesh — Optimize mesh before texturing for best results

  • Text to 3D — Generation includes initial textures