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.
2K free · 4K & 8K on paid plans · full guide in the Meshy review
Whole-model AI Texturing and Texture Edit both run on Meshy 7.1 sharper albedo detail at every resolution tier.
Base colour reaches up to 8K; normal, roughness and metallic max out at 4K unchanged, still 15 credits at 8K.
Remove Lighting is automatic at 8K and optional at 2K/4K, fixing the most common "looks baked-in" colour complaint.
Paint over an artifact or seam after a Texture Edit region change and the tool auto-blends it no full regeneration needed.
Orbit while masking so edits blend across UV seams instead of only matching from one camera angle.
The same whole-model and masked-region texturing calls are scriptable from code see API & MCP server.
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.
Mask the specific part you want to change, prompt the new look, and generate everything outside the mask stays untouched.
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.
Base colour without baked shadows what most people mean by "the colour."
Simulates surface bumps and dents without adding real geometry.
Roughness sets matte vs. shiny; Metallic sets metal vs. non-metal together they drive how light behaves.








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.


Material → Surface → Colour → Scale → Tech detail. Stack all five and the result is far more predictable than a one-word colour name.
Click the Texture Edit icon at the bottom-middle of the viewport.
Click the specific part of the model you want to change everything else stays masked out.
Use the Material → Surface → Colour → Scale → Tech-detail formula; adjust Prompt Influence Strength.
Click Retexture, then use Smart Healing to paint over any seam or artifact where the edit meets the original.
| Resolution | Generation Time | Credits | Plan Availability |
|---|---|---|---|
| 2K | ~1 minute | 10 credits | Free plan included |
| 4K | ~1 minute | 10 credits | Paid plans |
| 8K (albedo) | ~2 minutes | 15 credits | Paid plans, auto-delighted |
Albedo reaches 8K; normal, roughness and metallic max out at 4K regardless of tier selected. Full plan detail: pricing · free plan.
| Symptom | Cause | Fix |
|---|---|---|
| Colour looks "lit," won't relight in-engine | Lighting baked into Albedo map | Enable Remove Lighting at 2K/4K; automatic at 8K |
| Metallic parts render wrong colour | Colour-space mismatch | Albedo = sRGB; Normal/Roughness/Metallic = Linear |
| Roughness inverted in Unity | Engine convention difference | Unity uses Smoothness = 1 − Roughness; invert if needed |
| Visible seam where colours meet | UV island boundary | Use Texture Edit Smart Healing or re-unwrap |
| Colour bleeds into wrong area | Mask too loose | Re-mask tightly and regenerate the region |



PBR texturing walkthrough
Texturing & remeshing a model
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.
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.
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.
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).
Yes use Smart Healing to paint over just the problem area; it auto-blends with the surrounding texture.
In Meshy they're the same operation: texturing produces the Albedo (colour) map alongside Normal, Roughness and Metallic in one generation.
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.
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.
2K texturing is free on every plan try the whole-model tool or a masked Texture Edit today.
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