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.
Free to start · Level-scale sets typically 600-1,000 credits · Exports to Unity, Unreal, Godot
Converted winners now generate on the Ultra 4K-capable Meshy 7.1 engine more consistent detail across a 20+ asset set.
The chat-based workflow this whole page describes free on every plan, standard credit costs. See the 3D Agent page.
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.
Converted characters can be auto-rigged in T-pose at 0 credits before you leave the thread see the animation library.
Finished sets still export straight to Unity, Unreal, Godot and Roblox via the standard plugins see game development on Meshy.
A level-scale set (15-25 assets) still runs roughly 600-1,000 credits see the cost table below.
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.
Early conversation turns function as art direction all subsequent generation inherits that established frame automatically.
Batch generation shows multiple variations at once, so you select rather than iteratively reword a single prompt.
The agent's brainstorming helps build the asset list itself, proposing props you'd have forgotten.
Genre, mood, art style and platform in your first message it sets context for every batch that follows.
Use the agent's brainstorming to propose forgotten props and a logical generation order.
Invest refinement effort early; once satisfied, name what works ("this palette, this proportion") as your reference.
Group containers, lighting and characters separately category comparison catches inconsistencies fast.
"Like #3 but with metal braces" beats re-describing the whole object from scratch.
Selected concepts become downloadable models in-thread. Ask characters for a T-pose for free auto-rigging after.
Polycount targets, format preferences, printability the agent's built-in 3D knowledge answers in-chat.
Look at the whole batch side by side before final conversion it's easier to spot the one asset that drifted.
| Set Type | Scope | Credits | Plan Fit |
|---|---|---|---|
| Starter (5-8 assets) | One room | ~200-350 | Pro month entry |
| Level (15-25 assets) | Multi-room | ~600-1,000 | One Pro month |
| Game-slice (40-60 assets) | Multi-level | ~1,500-2,500 | Pro + 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.
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.




Official demo: a full asset set in one chat
3D Agent product tour
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.
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.
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.
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.
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.
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.
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.
One conversation, a whole set free to start, Pro for level-scale production.
Try the Agent →