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◆ Texturing GuideUpdated Sep 2026

How to Colour Models in Meshy AI

In Meshy, "colouring" is texturing. You recolour a whole model or one masked part with a prompt or a reference image not a paintbrush and every generation produces a full PBR map set, not just a flat colour.

Try Meshy Free → Recolour One Part

2K free · 4K & 8K on paid plans · full guide in the Meshy review



Latest updates

What's new for texturing & colour

Sep 2026

Meshy 7.1 texture quality

Whole-model AI Texturing and Texture Edit both run on Meshy 7.1 sharper albedo detail at every resolution tier.

Ongoing

8K albedo, 4K other maps

Base colour reaches up to 8K; normal, roughness and metallic max out at 4K unchanged, still 15 credits at 8K.

Ongoing

Automatic delighting at 8K

Remove Lighting is automatic at 8K and optional at 2K/4K, fixing the most common "looks baked-in" colour complaint.

Ongoing

Smart Healing for seams

Paint over an artifact or seam after a Texture Edit region change and the tool auto-blends it no full regeneration needed.

Ongoing

Multi-angle Texture Edit

Orbit while masking so edits blend across UV seams instead of only matching from one camera angle.

2026

Retexture via API & MCP

The same whole-model and masked-region texturing calls are scriptable from code see API & MCP server.



The core idea

Colour is a prompt, not a brush

Input
Text or Image
Region
Whole Model or Masked Part
Output
Albedo, Normal, Rough, Metal
Resolution
2K, 4K, 8K


Pick your tool

Two ways to add colour

🎨

AI Texturing whole model

Generates a complete new texture set for the entire model from a prompt or reference image. Works on untextured meshes and re-textures already-coloured ones.

🖌️

Texture Edit one region

Mask the specific part you want to change, prompt the new look, and generate everything outside the mask stays untouched.



Under the hood

Colour is one of four maps

Every "colour" generation actually produces a full PBR set. Albedo is the flat base colour with no baked-in shadow; Normal simulates bumps and dents; Roughness controls matte versus shiny; Metallic marks metal versus non-metal.

🎨

Albedo

Base colour without baked shadows what most people mean by "the colour."

🧱

Normal

Simulates surface bumps and dents without adding real geometry.

💡

Roughness & Metallic

Roughness sets matte vs. shiny; Metallic sets metal vs. non-metal together they drive how light behaves.



Same mesh, different prompt

Style range from one prompt formula

Untextured 3D model before Meshy AI colouring
Untextured (before)
Realistic style Meshy AI texture colouring
Realistic
2.5D cartoon style Meshy AI texture colouring
2.5D Cartoon
Japanese anime style Meshy AI texture colouring
Japanese Anime
2.5D hand-drawn style Meshy AI texture colouring
Hand-Drawn
Cartoon line art style Meshy AI texture colouring
Cartoon Line Art
Oriental comic ink style Meshy AI texture colouring
Comic Ink
Realistic hand-drawn style Meshy AI texture colouring
Realistic Hand-Drawn


Resolution matters

4K vs 8K albedo, side by side

Base colour reaches up to 8K; the other PBR maps cap at 4K. Higher resolution shows up most in close-up hero props and characters background clutter rarely needs it.

4K · 10 credits4K resolution texture comparison example in Meshy AI
8K · 15 credits8K resolution texture comparison example in Meshy AI


Write a better prompt

The colour-prompt formula

Material → Surface → Colour → Scale → Tech detail. Stack all five and the result is far more predictable than a one-word colour name.

leather (material) · weathered, cracked (surface) · deep burgundy red (colour) · fine grain (scale) · stitched edges, brass rivets (tech detail)


Walkthrough

Recolouring one part, step by step

Open Texture Edit

Click the Texture Edit icon at the bottom-middle of the viewport.

Select the region

Click the specific part of the model you want to change everything else stays masked out.

Prompt the new colour

Use the Material → Surface → Colour → Scale → Tech-detail formula; adjust Prompt Influence Strength.

Generate & heal

Click Retexture, then use Smart Healing to paint over any seam or artifact where the edit meets the original.



Budget it

Resolution tiers & credit cost

ResolutionGeneration TimeCreditsPlan Availability
2K~1 minute10 creditsFree plan included
4K~1 minute10 creditsPaid plans
8K (albedo)~2 minutes15 creditsPaid plans, auto-delighted

Albedo reaches 8K; normal, roughness and metallic max out at 4K regardless of tier selected. Full plan detail: pricing · free plan.



Troubleshooting

Common colouring problems, fixed

SymptomCauseFix
Colour looks "lit," won't relight in-engineLighting baked into Albedo mapEnable Remove Lighting at 2K/4K; automatic at 8K
Metallic parts render wrong colourColour-space mismatchAlbedo = sRGB; Normal/Roughness/Metallic = Linear
Roughness inverted in UnityEngine convention differenceUnity uses Smoothness = 1 − Roughness; invert if needed
Visible seam where colours meetUV island boundaryUse Texture Edit Smart Healing or re-unwrap
Colour bleeds into wrong areaMask too looseRe-mask tightly and regenerate the region


Real output

Full PBR sets from a single prompt



Watch it done

PBR texturing & colouring, on screen

PBR texturing walkthrough

Texturing & remeshing a model



FAQ

Frequently asked questions

How do I add colour to a model in Meshy AI?

Open a model, switch to the Texture tab, type a prompt describing the material and colour (or upload a reference image), and click Texture/Generate.

How do I recolour just one part of a model?

Use Texture Edit to draw a mask over the specific part, then prompt the new look everything outside the mask is untouched. See the four-step walkthrough above.

Does Meshy have a manual paint/brush tool like Substance Painter?

Not for freehand painting. Meshy's approach is prompt-plus-masking with Smart Healing for touch-ups; for fully manual hand-painting, export and finish in Substance Painter.

Why does my colour look wrong once I import the model?

Usually one of two causes: baked-in lighting (turn on Remove Lighting) or a colour-space mismatch (Albedo needs sRGB; Normal/Roughness/Metallic need Linear).

Can I fix a small colour mistake without regenerating the whole texture?

Yes use Smart Healing to paint over just the problem area; it auto-blends with the surrounding texture.

What's the difference between colouring and full texturing?

In Meshy they're the same operation: texturing produces the Albedo (colour) map alongside Normal, Roughness and Metallic in one generation.

Did Meshy 7.1 change anything about texturing?

Whole-model AI Texturing and Texture Edit both moved to Meshy 7.1, producing sharper albedo detail at every resolution tier; the workflow itself is unchanged.

Can I automate texturing from code?

Yes the same whole-model and masked-region retexture calls are available through the API and MCP server, useful for batch-recolouring a set of assets.



Stop describing colour. Start prompting it.

2K texturing is free on every plan try the whole-model tool or a masked Texture Edit today.

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