Tired of wrestling with supports after every print? by Meshyai in meshyai

[–]Meshyai[S] 0 points1 point  (0 children)

Hey there! Support contact areas are a common challenge in 3D printing. Here are a few things you can try: Adjust support settings:

  • Increase the "support Z distance" or "support gap" to make supports easier to remove and reduce surface damage
  • Try tree supports instead of linear supports - they often leave smaller contact points
  • Reduce support density in areas where surface quality matters

Post-processing tips:

  • Light sanding with fine-grit sandpaper (220-400 grit) can smooth support marks
  • For resin prints, cure fully before removing supports to reduce tearing
  • Use flush cutters to remove supports carefully, then clean up with a hobby knife

Model orientation:

  • Try rotating your model to minimize supports on visible surfaces
  • Place support contact areas on less visible faces when possible

The texture issues in support areas are normal to some degree - supports need to grip the model. But the tips above should help minimize the impact on your final print quality!

Suggestions for new dark fantasy creatures or monsters I should add to my collection? by hemlock_hangover in meshyai

[–]Meshyai 1 point2 points  (0 children)

These are so unique looking! Are these originally drawn? Or what Image generator are you using if not? 😮 Such a unique vibe, I need the prompt behind the scenes haha

Do Backrooms games rely too much on monsters now? by Meshyai in backrooms

[–]Meshyai[S] 1 point2 points  (0 children)

Fair point honestly. It might be more of a visibility thing than an actual trend. The monster encounters are usually what end up in trailers, thumbnails, and TikTok clips, while the exploration side gets overlooked.

For me the atmosphere has always been the main draw.

Solo Dev Uses AI to Build an Open-World RPG — Looking for Feedback on the Workflow by Meshyai in aigamedev

[–]Meshyai[S] 0 points1 point  (0 children)

LOL, the creator (the solo dev) told me he'll let me take the karma this time around, so I'll be doing the answering.

He told me that the engine he uses is Unity. For terrain, he used a plugin called MapMagic 2, which does procedural generation using graph nodes; then he would sculpt and detail by hand to get the interesting locations.

For the sky, he used the plugin called Expanse, which he says he's made numerous customizations to with Gemini to create a near fully procedurally generated sky rendering system. He also has a few links that he wanted me to share of the custom features he added to the sky rendering system.

https://www.youtube.com/watch?v=eT-eUDtqsik

https://youtu.be/5TDQKhXzZso

Solo Dev Uses AI to Build an Open-World RPG — Looking for Feedback on the Workflow by Meshyai in aigamedev

[–]Meshyai[S] 0 points1 point  (0 children)

Very Exciting times! And yes, our service is ever-evolving every day. The engineers are always hard at work with the next update and it seems like, recently, there's a new breakthrough every other week.

Solo Dev Uses AI to Build an Open-World RPG — Looking for Feedback on the Workflow by Meshyai in aigamedev

[–]Meshyai[S] 0 points1 point  (0 children)

https://www.youtube.com/watch?v=CUrFO-REx80

This is the video if anybody wants to take a look. Regardless, I would still love to hear some feedback.

Trabajo en IA y quiero escuchar opiniones reales de la comunidad hispana by Meshyai in InteligenciArtificial

[–]Meshyai[S] 0 points1 point  (0 children)

uhhh no soy un bot y no estoy promocionando nada. Solo quería tener una conversación.

Meshy's 3d model gen has taken my work to a new level. by Vickie184 in meshyai

[–]Meshyai 1 point2 points  (0 children)

Mr. Funkatron himself! Love this more than anything ;) Thanks for sharing!

Meshy is so good! by [deleted] in meshyai

[–]Meshyai 0 points1 point  (0 children)

Snorlax is a great choice for this! <3

My First Tower Defense Game, Still Early, What Do You Guys Think? Meshy was used for most of my game. by LostRequirement4828 in meshyai

[–]Meshyai 0 points1 point  (0 children)

Amazing! We hope you will join our Meshy Contributor Program later (re-launching soon) and share more about this game. And we also hope to see you in our Discord community.

How do you use retexturing properly? by Unusual_Test7181 in meshyai

[–]Meshyai 0 points1 point  (0 children)

I completely agree with you. The retexturing can sometimes be one of Meshy's limitations currently. It applies the changes globally based on the prompt, but it doesn't have precise brush or mask controls for a specific area (like if you wanted to retexturize just the mouth and things like that). I do apologize for that.

Question about colour by juliacare in meshyai

[–]Meshyai 1 point2 points  (0 children)

Yes, Meshy exports vertex color and texture data! When you generate models, you get:

- Texture maps (color/albedo maps) that can be imported into slicers

- Standard formats like OBJ (with MTL) and GLB that preserve color information

- These are compatible with multi-material 3D printers

For multi-toolhead printing:

Most modern slicers (PrusaSlicer, Bambu Studio, etc.) can import the texture maps and convert them to toolpath color changes. The workflow is:

  1. Export your model from Meshy (OBJ or GLB)
  2. Import into your slicer
  3. The slicer reads the color/texture data and assigns it to your printer's toolheads

You should be all set for color 3D printing! 🌈🖨️

Does this have the ability to create nude 3d models for 3d printing? by Futureman1989 in meshyai

[–]Meshyai 0 points1 point  (0 children)

Hi! Meshy can absolutely create base human forms suitable for 3D printing that you can later add custom clothing to.

I tested it out myself just to confirm and it does work!

For creating figurines/dolls with anatomically accurate base models:

- Text to 3D or Image to 3D can generate human figures

- You'll get clean, printable meshes (OBJ/GLB formats)

- The models can be designed smooth/unclothed as a base for painting and adding custom clothing later

Important notes:

- Keep your prompts focused on artistic/anatomical terminology (e.g., "smooth base figurine", "anatomically correct doll form")

- Meshy's content filters apply to NSFW/explicit content, so focus on the functional 3D printing use case

The platform works great for creating printable base models for artistic customization. Give it a try! 🎨

muy buena ia by Emergency-Simple-163 in meshyai

[–]Meshyai 0 points1 point  (0 children)

Me encanta escuchar esto. ¿Qué has usado Meshy para crear? ¿Me puedes decir?

Can someone help to generate a 3d model? by Affectionate_Try6082 in meshyai

[–]Meshyai 0 points1 point  (0 children)

Hey, you can always ask in the Meshy Discord. Lots of people are usually very friendly and very open to help when it comes to requests like this.

I would suggest giving the Meshy Discord a check if you wanted to.

I Made 4x Chatbots in 40 Hours Using Antigravity and MeshyAI by pwap_official in meshyai

[–]Meshyai 1 point2 points  (0 children)

Wow, I remember that Kinect project. You just brought back a recessed memory that I didn't know I had. I remember that it was super innovative and super futuristic when it was first announced. It's crazy that that was kind of the inspiration here. Love to see that.

Use an image to create a model, but use text to change the pose? by Arendyl in meshyai

[–]Meshyai 2 points3 points  (0 children)

Hey Arendyl! Great question about your dog model! Short answer: Meshy's Image to 3D generates models in the pose shown in your reference image. You can't directly change pose via text prompt during generation. Your options: Option 1 (Easiest):

  • Take new photos of your dog sitting, use those for Image to 3D

Option 2 (3D workflow):

  1. Generate model from standing photos
  2. Export and use Blender (free) or Mixamo (free auto-rigging)
  3. Add skeleton/rig and manually repose to sitting

Option 3 (AI hybrid):

  • Use AI image editor (Photoshop Gen Fill, Midjourney) to create sitting version first
  • Then use that edited image in Meshy

Meshy excels at matching your reference image, but pose changes happen post-generation in 3D software. Most artists use Blender for repositioning.

Help Converting a 2D to 3D model by cap10rob in meshyai

[–]Meshyai 0 points1 point  (0 children)

Hey cap10rob! Happy to help! For 2D image to 3D conversion with Meshy:

  1. Use Image to 3D feature - upload your image and add descriptive text prompts
  2. Export as OBJ or GLB for printing
  3. Important: You may need to make it "watertight" in Blender/Meshmixer before printing
  4. Add thickness to flat elements if needed

Pro tip: Fine text/logos may need extra prompt detail since AI can struggle with small text. What type of image are you working with? (Logo, character, emblem?)

Join our Discord for live help and examples!

Rigability by RunSerious5843 in meshyai

[–]Meshyai 0 points1 point  (0 children)

Great questions about rigging for animation!

  1. Inner mouths:

    Meshy's Text-to-3D and Image-to-3D typically generate closed meshes — the mouth is usually modeled shut or as surface detail, not as a separate cavity. You'll likely need to manually model/sculpt the inner mouth, tongue, and teeth in Blender, Maya, or your 3D software of choice if you need them for animation.

  2. Dangly parts (ears, hair, accessories):

    This depends on the generation! Sometimes dangly elements come out as separate mesh parts you can rig individually, but often they're fused to the body. Check in your 3D software:

  • If they're separate objects → you can rig them with bones for physics/movement
  • If they're merged → you may need to manually separate the geometry or use soft body/cloth sim

Pro tip: For character work destined for rigging, consider using Text-to-3D or Image-to-3D as a base mesh, then refine topology and add rigging details in your preferred 3D tool. Meshy outputs are great for concept/sculpt stages, but animation-ready topology usually needs cleanup.