Generate, texture and rig in about a minute, then export straight into Blender, Maya, Unreal or Unity.
01
Brief it
A prompt, a concept image, or several views of the same asset.
02
Generate and art-direct
Retexture, remesh to a target polycount, and iterate until it matches the reference.
03
Take it into your pipeline
Auto-rigged and animation-ready, exported as GLB, FBX, OBJ, STL, USDZ or 3MF with PBR maps up to 8K.
Meshy across your organization
Workspaces, access and billing built for a company rather than a single account.
Shared team workspace
One workspace for the whole team. Members share models, textures and references instead of passing files around, with role-based permissions on who can generate, edit and export.
Multi-team management
Separate workspaces for separate studios, brands or clients under one organization, each with its own members and asset library, all visible to your admins.
SAML single sign-on
Connect your identity provider. Access follows the joiner and leaver process you already run, so removing someone from your directory removes their access here too.
Centralized billing and shared credits
One credit pool for the organization and one invoice, on annual terms with PO support. Per-member usage is broken out in the console, so finance can see where the spend went without asking anyone.
Dedicated account support
A named account contact, onboarding for your team, and a direct channel for issues rather than a general support queue. Response targets are set in your agreement.
Configurable data retention
Set how long your inputs and generated assets are kept, to match your own retention policy. Enterprise only.
The same models behind a REST API, with webhooks for batch runs and an MCP server for agent workflows. Build it into your own product or your internal tooling.
Generate, retexture, remesh, rig and animate
Webhooks, batch runs and task priority
Higher rate limits on an agreed ceiling
White-label use in your own product, billed to you
Trained on publicly licensed 3D models and assets licensed through commercial channels. No unlicensed or scraped content in the pipeline.
What happens to your work
On Enterprise, your inputs and outputs are excluded from model training under our Terms of Use, and you set the retention window.
Who owns the output
On every paid plan, what you generate is yours to distribute and sell. Your team's art direction and finishing is what carries the copyright.
SAML SSO
Role-based access
Custom ESA or MSA
Data stored with AWS, United States
Frequently asked questions
Studio is self-serve: you buy seats and credits with a card, and you get the full workspace and the API. Enterprise adds what an organization needs once more than one team is using it — SAML single sign-on, multiple workspaces under one organization, a shared credit pool with centralized billing on annual terms and PO support, a custom credit allocation sized to your volume, higher API rate limits and task priority, a named account contact, configurable data retention, and exclusion of your work from model training.
Two variables: how many people need access, and how many models you expect to generate in a year. They move independently — a twelve-person art team generating steadily and a platform putting generation in front of its own users price very differently at the same spend. Bring both numbers to the call, even as a range, and we'll come back with a figure. Enterprise is an annual agreement, invoiced, with PO support.
Enterprise runs on a custom credit allocation sized to your expected annual volume, drawn from one shared pool across every workspace in your organization.
Your generated models remain yours to use under the licence you had when they were created. Retention of the copies held in your workspace follows the retention window set in your agreement.
Yes. Enterprise plans can be covered by a custom Enterprise Service Agreement (ESA) or Master Service Agreement (MSA), tailored to your organization's legal and procurement requirements.
You own it — on every paid plan the models you generate are yours to distribute, ship and sell, including commercially. On Enterprise, your inputs and generated assets are excluded from model training under our Terms of Use, and you set the retention window. Worth raising with your counsel early: under current US Copyright Office guidance a prompt alone does not establish authorship, so the art direction, modification and finishing your artists do is what carries copyright.
Exports as GLB, FBX, OBJ, STL, USDZ and 3MF, with PBR textures up to 8K and a target polycount you set on remesh. Thirteen plugins cover Blender, Maya, Unreal Engine, Unity, Godot, Roblox Studio, Omniverse, ZBrush, 3ds Max and more. For 3D printing, eight slicers and print platforms.
This is the usual path, and it's usually worth doing once a second team needs access, once someone has to manage who can generate and export, or once procurement wants a single invoice. The team already generating becomes the first workspace in your organization, and their models, history and asset library come with them. From there you add the other teams, connect single sign-on, and consolidate onto one credit pool and one invoice.
Get Meshy Enterprise
Tell us what you're building and the volume you expect, and we'll come back with a price.