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
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Generate or regenerate high-quality PBR textures (Albedo, Normal, Roughness, Metallic) for existing 3D models.
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Supports uploading your own mesh for texturing — not limited to Meshy-generated models.
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Control parameters: Remove Lighting (remove baked lighting), Generate PBR Textures (full PBR suite), HD Texture (high-resolution output).
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Style can be controlled via text prompt (e.g., "weathered wood", "futuristic metallic").
When to Use
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The initial textures from generation aren't good enough and need to be regenerated.
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You have an untextured mesh (white model) that needs AI auto-texturing.
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You want to change the model's material style (e.g., from realistic to cartoon).
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You need a complete PBR texture set for a PBR rendering pipeline.
When NOT to Use
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You want to manually paint textures → Export UV and work in Substance Painter
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You only need color/brightness adjustments → Fine-tune in DCC tools
Step-by-Step
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Select the target model in My Models, or upload an external mesh (OBJ, FBX, GLB).
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Enter the AI Texturing tool.
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Configure parameters:
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Text Prompt: Describe the desired material style (e.g., "rusted iron with scratches").
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Remove Lighting: Enable to remove baked lighting for more accurate PBR rendering.
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Generate PBR Textures: Enable to generate the full Albedo + Normal + Roughness + Metallic set.
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HD Texture: Enable to output high-resolution textures (2K/4K).
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Click Generate Texture.
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Preview the result under different lighting environments to check PBR quality.
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Download the texture files or export the complete textured model.
Settings & Tradeoffs
| Setting | Options | Tradeoff |
|---|---|---|
| Remove Lighting | On / Off | On: removes baked shadows, ideal for PBR pipelines. Off: preserves original lighting info. |
| Generate PBR Textures | On / Off | On: outputs 4 maps, complete PBR pipeline. Off: Albedo only. |
| HD Texture | On / Off | On: 2K–4K textures, sharper, costs more credits. Off: 1K standard. |
| Style Prompt | Free text | More specific = better results. Stack style keywords for best effect. |
Examples
Success Example:
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Input: Low-poly sword mesh (no textures), prompt "ancient elvish blade, silver with blue rune engravings, fantasy style"
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Settings: PBR On, HD On, Remove Lighting On.
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Result: Complete PBR texture set with detailed engravings, proper metallic response.
Failure Example:
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Input: Dense mesh with overlapping UVs, prompt "wood"
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Result: Texture seams and distortion visible.
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Fix: Run Unwrap UV first to generate a clean UV layout, then re-apply AI Texturing.
Troubleshooting
| Symptom | Cause | Fix |
|---|---|---|
| Visible texture seams | Poor UV layout | Run Unwrap UV first, then re-texture |
| PBR maps look "flat" | Remove Lighting not enabled | Enable Remove Lighting to remove baked shadows |
| Texture style doesn't match prompt | Prompt too short | Add more descriptors: material, era, wear level, colors |
| HD textures load slowly | 4K texture files are large | Normal 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.
Related Links
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Unwrap UV — Generate clean UVs before texturing
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Remesh — Optimize mesh before texturing for best results
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Text to 3D — Generation includes initial textures