3D Agent Game Dev Guide Pricing FAQ Try the Agent →
◆ 3D Agent for Game DevBeta · Jun 4, 2026

A Full Set of Game Assets, One Chat

The hardest part of asset production was never making one model it's making thirty that belong in the same game. Meshy's 3D Agent attacks exactly that problem: one conversation that locks a style, batch-generates concepts, and turns your picks into downloadable, engine-ready 3D models.

Try the Agent → The 7-Step Recipe

Free to start · Level-scale sets typically 600-1,000 credits · Exports to Unity, Unreal, Godot



Latest updates

What's new for asset sets

Sep 10, 2026

Meshy 7.1 batch quality

Converted winners now generate on the Ultra 4K-capable Meshy 7.1 engine more consistent detail across a 20+ asset set.

Jun 4, 2026

3D Agent Beta launched

The chat-based workflow this whole page describes free on every plan, standard credit costs. See the 3D Agent page.

2026

Agent Skills for pipelines

The same batch workflow can now run from Claude Code or Cursor via Agent Skills and the MCP server see API & MCP for automating asset-set generation.

2026

Zero-credit rigging still applies

Converted characters can be auto-rigged in T-pose at 0 credits before you leave the thread see the animation library.

2026

DCC Bridge unchanged

Finished sets still export straight to Unity, Unreal, Godot and Roblox via the standard plugins see game development on Meshy.

2026

Credit math unchanged

A level-scale set (15-25 assets) still runs roughly 600-1,000 credits see the cost table below.



Why this works

Sets need shared context. Single prompts can't carry it.

The classic Text to 3D workflow is excellent at single assets but a game needs a set, and sets have a property single prompts can't carry: shared context. Without conversational continuity, each generation operates independently, forcing style boilerplate into every prompt while coherence degrades. The agent inverts this: the conversation is the context.

📖

A locked style bible, conversationally

Early conversation turns function as art direction all subsequent generation inherits that established frame automatically.

🗂️

Parallel exploration, not serial re-rolls

Batch generation shows multiple variations at once, so you select rather than iteratively reword a single prompt.

📝

Planning lives with production

The agent's brainstorming helps build the asset list itself, proposing props you'd have forgotten.



The recipe

Seven steps to a finished set

Open with the game, not an object

Genre, mood, art style and platform in your first message it sets context for every batch that follows.

Let it draft the asset list

Use the agent's brainstorming to propose forgotten props and a logical generation order.

Lock the style on batch one

Invest refinement effort early; once satisfied, name what works ("this palette, this proportion") as your reference.

Generate in themed batches

Group containers, lighting and characters separately category comparison catches inconsistencies fast.

Steer comparatively

"Like #3 but with metal braces" beats re-describing the whole object from scratch.

Convert winners, keep moving

Selected concepts become downloadable models in-thread. Ask characters for a T-pose for free auto-rigging after.

Ask technical questions inline

Polycount targets, format preferences, printability the agent's built-in 3D knowledge answers in-chat.

Review the set together

Look at the whole batch side by side before final conversion it's easier to spot the one asset that drifted.



What it looks like

An example session

I'm building a cozy low-poly dungeon crawler. I need the full prop set for a goblin market level hand-painted look, chunky shapes. What should be on my asset list?
Agent: A goblin market could use: market stalls, crates and barrels, hanging lanterns, produce baskets, a scale, banners, and a couple of goblin vendor characters. Want me to start with the stalls and containers?
Yes and keep everything in the same palette: mossy greens, worn wood, warm lantern orange.
Agent: Generating a themed batch of stalls, crates and barrels in that palette now I'll show you several variations of each.
Stall #2 and barrel #3 are perfect. Redo the crates with metal corner braces, and show me the lanterns next same wood tone as barrel #3.


Budget it

What a set actually costs

Set TypeScopeCreditsPlan Fit
Starter (5-8 assets)One room~200-350Pro month entry
Level (15-25 assets)Multi-room~600-1,000One Pro month
Game-slice (40-60 assets)Multi-level~1,500-2,500Pro + top-up, or Studio

The Free plan's 100 monthly credits cover exploration, not a full set. See Pro and is Meshy worth it for the full credit-value breakdown.



Where it goes next

Engine-ready, no extra conversion

Standard Meshy assets: downloadable in FBX, OBJ, GLB, USDZ, STL, BLEND and 3MF, editable with the normal tools (retexture, remesh, rig, animate), and importable into Unity, Unreal or Godot directly or via the DCC Bridge plugins.

🎮 Unity 🎮 Unreal Engine 🎮 Godot 🧱 Roblox 🧊 Blender 🎬 Maya 🎬 3ds Max 🌐 Omniverse




Official demo

Watch the workflow end to end

Official demo: a full asset set in one chat

3D Agent product tour



FAQ

Frequently asked questions

Can the agent really keep 20+ assets in the same style?

That's its core design claim the conversation carries the style context, so batches inherit the established direction instead of re-rolling it. Maximize consistency by locking appearance on initial batches, naming effective elements, and steering later ones comparatively. Review assets collectively before converting.

Do I need a paid plan for this workflow?

The agent itself is available to all users, but a full asset set's credit appetite (roughly 600-1,000 credits for a level's worth) exceeds the Free plan's 100 monthly credits. A Pro monthly subscription covers level-scale generation comfortably.

What do I get at the end and does it work in my engine?

Standard Meshy assets: downloadable in FBX, OBJ, GLB, USDZ, STL, BLEND and 3MF, editable with the normal tools (retexture, remesh, rig, animate), and importable into Unity, Unreal or Godot directly or via the DCC Bridge plugins. See game development on Meshy.

Where can I watch the official demo?

The video embedded above "Generate a Full Set of Game Assets in One Chat with Meshy 3D Agent" is Meshy's own demonstration of this exact workflow.

Did Meshy 7.1 change how batch generation looks?

Converted assets now run on the Meshy 7.1 engine, with Ultra 2K/4K texturing available more consistent surface detail across a large set than earlier engines produced.

Can I automate this from code instead of chatting manually?

Yes the same underlying generation calls are exposed through Agent Skills and the MCP server, so a coding assistant like Claude Code or Cursor can drive a similar batch pipeline programmatically. See API & MCP.

Does this replace hero character creation?

Not fully. It's strongest for prop-heavy sets containers, environment pieces, secondary characters. Complex, unique hero characters still benefit from more hands-on iteration in Text to 3D or Image to 3D.



Stop re-describing your style. Start chatting.

One conversation, a whole set free to start, Pro for level-scale production.

Try the Agent →