← All docs

Docs

3D Assets

Turn one to four reference images of an object into a textured 3D mesh you can orbit on the canvas, remesh, and export as GLB, FBX, OBJ or USDZ.

A 3D Asset widget turns photographs of an object into a real 3D mesh. Point it at a chair, a lamp or a product shot and you get geometry you can spin on the canvas and hand to Blender, Rhino or a game engine.

It is a sink: images flow in, the mesh stays on the widget. Nothing connects out of it, which is why it only has a dock on its left edge.

When to use

  • You have reference photos of a physical object and want it as 3D geometry.
  • You want to place a real product in a scene rather than re-generate it in every image.
  • You need a model file to hand to someone working outside the app.

Not for

  • Whole rooms or environments — use a 3D world instead, which builds an explorable space rather than one object.
  • Characters you intend to rig and animate.

Steps

  1. Add a 3D Asset from the Add element menu, then click the canvas to place it.
  2. Give it an image, any of three ways:
    • drag a connection from an image on the canvas to the widget’s left dock;
    • Upload to pick a file from your computer;
    • From canvas and then click an image already on the canvas.
  3. Optionally add more views of the same object — up to four. Connecting a whole stack feeds every image in it at once.
  4. Open the ⚙ settings to choose a model and quality. The credit cost updates as you change them.
  5. Press Generate. It takes a few minutes; you can leave the page and come back — it resumes on its own.

The card

ElementWhat it does
Left dockThe only connection point. Images in — nothing out.
⚙ SettingsModel, texture, topology and cost. Opens below the card without moving it.
(i)A short explanation of the whole flow.
DownloadExport the mesh as GLB, FBX, OBJ or USDZ. Works even without opening the 3D view.
Preview areaThe generated mesh. Click it to load the interactive 3D view.
Add imageAdds another reference view, up to four. Greys out at the cap.
RemoveDisconnects the inputs and returns the card to its empty state.
GenerateStarts the job. Reads Retry after a failure, Generate again once a mesh exists.

Viewing in 3D

Click the picture to load the interactive view.

  • Drag to rotate.
  • Right-drag to pan.
  • Scroll still zooms the canvas, not the model — so the page keeps behaving the way it does everywhere else.

Leave the widget and the picture stays exactly at the angle you left it. The 3D view only loads when you ask for it, and only a few can be live at once, so a canvas full of assets stays fast.

Settings

SettingEffect
ModelMeshy 6 for the best quality, Meshy 5 for roughly a quarter of the credits — good for checking framing before committing.
Generate textureOff gives bare geometry: cheaper and a much lighter file.
Texture resolution2K, 4K or 8K. 2K and 4K cost the same; 8K costs 5 credits more.
PBR mapsMetallic, roughness and normal maps. No extra credits, but a much heavier file.
TopologyTriangle for renderers and game engines, Quad if you will edit the mesh.
Real-world scaleEstimates the object’s physical size instead of normalising it.

Remesh

Once a mesh exists, Remesh rebuilds it with the current topology and polycount for 5 credits — far less than generating again. Use it when the shape is right but you need a different mesh structure.

Good to know

  • Several images should be different angles of one object, not different objects. Meshy reads them as reference views.
  • More than four images on a stack: the first four are used, and the card shows the count it will send.
  • The mesh belongs to the widget. Copying the widget copies the mesh with it, and costs nothing.
  • Deleting the widget deletes the mesh. The images it was made from stay.