r/meshyai

3D Printed Phone Stands
▲ 11 r/meshyai+2 crossposts

3D Printed Phone Stands

Hey all,

I've designed and printed these 3d printed phone stands and am offering them for $25 posted to your door. DM me if your intrested. I use them all the time and keep them in nearly every room now. I can do all teams from the NRL and AFL at the moment but always up for a challenge if you've got something specific in mind.

I'm on all the socials just search Gameday Forge.

u/Tboner1993 — 3 days ago

🚀 Auto Split is live! Split your 3D model into printable parts in 40 seconds.

What makes it different:

👍 Cuts follow the model's natural structure with clean boundaries

🧊 Every part auto-capped watertight

🧩 Auto-arranged on the build plate, ready to fit back together

Built for multi-color prints, oversized models, and figures.

⚠️ Currently available for draft models generated by Meshy 6.

u/Meshyai — 3 days ago

Food models from Meshy are weirdly good, tested a bunch

Random discovery: Meshy generates food models really well. Better than most other categories honestly.

Tested a bunch:

Pizza slice: perfect. Cheese, pepperoni, crust, all clearly defined. The melted cheese drip on the edge was a nice touch.

Sushi platter: surprisingly detailed. Individual pieces are distinguishable. The rice texture is good.

Burger: great. Layers are distinct, lettuce looks like lettuce, the bun has sesame seeds.

Cake slice: the frosting layers came out clean. Strawberry on top looks recognizable.

Bowl of ramen: this one was impressive. Noodles, broth, egg, nori, chopsticks resting on the bowl. All readable.

Ice cream cone: the scoop shape is good but the waffle cone texture is a bit soft. Still recognizable.

My theory on why food works well: food items have strong, recognizable silhouettes and distinct color zones. The AI doesn't need to figure out complex geometry or precise proportions. A pizza slice is a triangle with toppings.

Use cases: restaurant visualization, cooking game assets, food truck game, educational content about nutrition. Also just fun to generate.

The stylized preset makes them look like they're from a cooking game. Realistic preset makes them look like stock photos. Both are useful.

u/Feeling_Till_7418 — 5 days ago

If you could add one feature to Meshy tomorrow, what would it be?

Meshy has been improving fast but there's always stuff on the wishlist. What's your number one?

Mine: pose control for characters. Right now you describe a pose in the prompt and hope for the best. Something like ControlNet-style pose input where you can define the skeleton position before generation would be a game changer for character work.

Second pick: batch generation from the web interface. Queue up 10 prompts and let them run overnight. The API can do this but a UI for it would be nice.

What's yours?

reddit.com
u/ApplicationNew4144 — 9 days ago
▲ 85 r/meshyai+2 crossposts

I used AI to create a game for my 5-year old son

Funny story: I just wanted to make a simple game for my son to give him a little taste of "programming" in a game (spoiler: he liked it). But I also got engaged, and with good planning, AI tools can really boost production and help to build something playable. I'm a software developer, and while coding is fine for me, I'd never be able to make anything not ugly by myself. And this game is quite cute (ok maybe I'm biased)

So the entire art pipeline is AI-driven here: images for concept art, 3D models, sounds, music; + code assistant for coding. Not sure if I can name all the tools I used according to this subreddit's rules, will reply in comments if someone is interested in more details.

Anyway, I decided to finish it and publish on Steam, available for wishlist: https://store.steampowered.com/app/4748810/OmNomNom/

u/korvelar — 11 days ago
▲ 1 r/meshyai+1 crossposts

Trying to make sci fi wall panels

I am a hobbyist Blender artist and I'm having some trouble making sci fi wall panels. I used Mesh AI to try to inspire some creativity. Now I've learned that you can't really use these assets in video games or anything interactive because the geometry is way too complicated. It will be nearly impossible to render without using something like the decimate modifier, and that will ruin the shape, texture, uv unwrapping, etc... I'm trying to meet in the middle and make my own sci fi wall panels using Mesha AI's result and referencing it to make my own. So I did the following as you can see from the screenshots.

What should I do from here? If I cover the wall I created in greeble with some type of kitbash or maybe there's a way to use geometry nodes to scatter sci fi greeble on the surface of the shape I created? Maybe there's an AI where I can upload the object I made and it will make it slightly more complicated for me? I want to discover some type of fusion between AI 3D shapes and real modeled 3D shapes. Again the only problem that I have with the AI shapes is that the geometry is so complex that I can't put the objects into a game engine or render scenes in cycles that don't take multiple days. What should I do from here to get realistic sci fi wall panels?

I guess to summarize my problem, I want industrial 3D wall panels. AI can't seem to make them without 1 million + vertices. The only solution I can think of is to take an AI 3D wall panel, and model it out manually... I'm looking to meet somewhere in the middle.

u/warpanomaly — 8 days ago

Models uploaded to Meshy explode in size

Looking for some insight, I recently started having issues with models I upload to meshy for texturing. This issue started a couple weeks ago and I'm not sure how to fix it. In testing, I export a model as an stl from Meshy without any resizing or changes at all and if I upload it after making changes or without even making any changes at all the vertices multiply from the hundred thousands to several million and when I texture the model it looks extremely grainy and just awful. If I texture the model meshy generated without exporting it it's fine so it only happens when I upload a model to meshy. Anyone else having this issue, has anyone solved it? I am at a loss here.

The two sample photos attached are the model before export and then exported and immediately uploaded with no changes to show the explosion in size. The third photo is to show how bad it looks once it's textured.

I spoke wish meshy support and got no answer and I haven't seen anyone else talking about this issue so not sure if it's isolated to me or if anyone else has this happening to them as well.

u/Common_Chair8079 — 8 days ago

A multiplayer graveyard - come make and place your own graves. Leave a rose on others.

My latest addition to the world of Funkatron is a multiplayer graveyard - come make and place your own (or others') graves: headstone, name, and epitaph included. Gravestones and statues made with MeshyAI.

Every grave is perpetual - it stays in the yard forever, and anyone can lay a rose on any grave.
I've already laid one to rest for Fable 5. Step in and mourn the loss of the latest AI models.

Its fully multiplayer, if youre in spirit mode, you'll see and be able to chat with other players who are also live in the scene.

Someone needs to make a gravestone for GPT 5.6

leave a headstone at https://www.tcpoole.com/graveyard

u/Vickie184 — 8 days ago

Can't get decent results, please advice on better quality

I have tripo3d from a friend but wanted to give his credits a break and signed up for meshy, the 28usd tier.

Text to 3D is really not good for me with meshy and it can't even get the colors right. Multi image to 3D (4 angles) is also... to be honest. Bad. It all looks bad and it is not even with cleaning up.

I use the meshy 6 model in standard quality (I can select standard and low-poly).

So I've 3000 meshy credits and would like to at least get something decent. I appreciate any tips on this matter.

I attached screenshots. The Battle Sister is a 4 angle image to model generation. The anime girl is a text to model image (I asked due pink and white colors...)

u/cutesophie — 8 days ago
▲ 7 r/meshyai+1 crossposts

I turned my Meshy skull into a browser-based VTuber avatar

I’ve built a Three.js scene using separate Meshy-style GLBs for a skull and jaw, and turned it into a browser-based VTuber avatar.

The jaw is rigged on a custom hinge and reacts to my microphone like it’s talking. It also has OBS green-screen mode, lighting controls, multiple skull presets, and toggleable webcam head tracking so the skull can follow my movement.

Use it here: https://www.tcpoole.com/skulls

It’s been cool seeing the Meshy-style GLB workflow turn into something interactive and performance-ready. With mic-driven jaw movement and optional head tracking in place, it works as a usable browser-based avatar for recording, streaming, or OBS capture.

u/Vickie184 — 12 days ago
▲ 10 r/meshyai

Common mesh issues from AI generation and how to fix them fast

After generating hundreds of models I've seen the same mesh problems over and over. Here's my quick fix list.

Non-manifold edges: happens when faces share an edge in a weird way. Fix in Blender: select all, Mesh > Clean Up > Make Manifold. Takes 2 seconds. Important for 3D printing.

Floating vertices: random vertices not connected to anything. Select all, Mesh > Clean Up > Delete Loose. Another 2 second fix.

Intersecting faces: parts of the mesh clip through each other. Common on complex models. Boolean union in Blender fixes most cases. For 3D printing this is critical because slicers get confused by internal geometry.

Thin walls: walls thinner than your printer can handle. Check in your slicer's preview mode. If walls disappear in the slice preview, thicken them in Blender with Solidify modifier.

Holes in the mesh: missing faces that leave gaps. Select the edge loop around the hole, press F to fill. For complex holes use the Grid Fill tool.

Inverted normals: faces pointing the wrong direction. Shows up as dark patches in the viewport. Select all, Mesh > Normals > Recalculate Outside.

My pre-export checklist: manifold check, loose vertex cleanup, normal recalculation, visual inspection for obvious issues. Takes about 5 minutes per model and catches 95% of problems.

Most Meshy models are clean enough to use without any of this. But when you hit a problem, knowing these fixes saves a lot of frustration.

reddit.com
u/midvalePeak7 — 10 days ago
▲ 5 r/meshyai+1 crossposts

Small script to compress huge Meshy USDZ files for Vision Pro / RealityKit

I’ve been building a visionOS app that uses a bunch of USDZ models, and I ran into a problem that I’m guessing other people have hit too: Meshy-generated USDZ files can be really big.

One plush/prize-style model I generated was around 40 MB. After resizing the texture and running a Blender decimation pass, I got it down to about 4.4 MB while still looking good enough for the app.

I wrapped the workflow into a small macOS bash script called compress-usdz.sh.

It can:

- unpack a USDZ
- resize/recompress JPG/PNG textures
- optionally run Blender headless with a decimate ratio
- strip some unsupported HDR references Blender can generate
- repackage correctly with usdzip
- optionally run usdchecker
- optionally open the result in Quick Look

Example:
./compress-usdz.sh \
-i llama.usdz \
-o llama_10.usdz \
-jpeg 65 \
-size 1024 \
-decimate 0.1 \
--check \
--preview

This is very much a practical helper script, not a perfect asset pipeline. I mainly made it because normal zip repackaging breaks USDZ files, Blender can re-author things in surprising ways, and I wanted something repeatable while testing assets for RealityKit.

I’d love feedback from anyone who knows USDZ/OpenUSD/Blender pipelines better than I do. In particular, I’m curious if there’s a cleaner way to preserve materials/textures while reducing the geometry, or if there are OpenUSD tools I should be using differently.

GitHub: https://github.com/jeffreality/compress-usdz

u/jeffreality — 11 days ago
▲ 12 r/meshyai

Printed a full 40-model wargame army, cost breakdown and lessons

Finished printing a complete custom wargame army. 40 unique models, all generated in Meshy, printed on an Elegoo Mars 4 Ultra.

The army: a homebrew sci-fi faction for a wargame my friends and I play. Infantry, heavy weapons teams, vehicles, a commander, and some specialist units.

Cost breakdown:

Meshy Pro subscription: $20/month (used about 2 months of credits)

Resin: ~$45 for 2 bottles of Elegoo ABS-like grey

Paints and supplies: ~$30 (already had most of it)

Total: ~$115 for 40 unique models

Compare that to buying 40 unique minis from a manufacturer: easily $200-400 depending on the range. And those wouldn't be custom designs.

Time breakdown:

Generation: ~15 hours spread over 2 weeks

Blender cleanup: ~10 hours (hollowing, supports, fixing issues)

Printing: ~30 hours of machine time (not active work)

Painting: ~20 hours (speed painting, not display quality)

Lessons learned:

Infantry at 28mm scale: keep the silhouette simple. Fine details like pouches and straps don't resolve well at this scale. Bold shapes read better.

Vehicles: split into sub-assemblies for printing. A tank printed as one piece has support nightmares. Turret, hull, and tracks as separate pieces is much cleaner.

Batch consistency: generate all models in the same session with the same style keywords. Models generated weeks apart with slightly different prompts look noticeably different on the table.

The army looks cohesive on the table. Nobody would guess they're AI generated unless I told them.

u/Any-Farm-1033 — 10 days ago