Meshy: Image to Model
Image to Model — one image in, textured GLB and FBX out, credits on the bill
- image
- model_file
- meshy_task_id
- GLB
- FBX
This is the Meshy node most people try first, and it's genuinely good at the one thing it does: turn a single image into a textured 3D model you can actually drop into a game engine. You bring the concept art or the product photo; Meshy's cloud brings the reconstruction, the remesh, and the texture pass. The output is a GLB and an FBX, which is a thoughtful touch - GLB for web/viewers, FBX for Blender and game pipelines.
The honesty clause applies here as everywhere in ComfyUI's partner/3d family: this is not local. It's Meshy's paid API via Comfy Org's proxy, and a textured run is the more expensive path (the price badge shows roughly $1.20 textured versus $0.80 without). You need a Comfy Org account with credits, full stop.
How it works
Queue the node and it uploads your image to Comfy's cloud, which fires off Meshy's image-to-3d task. Comfy then polls the job - expect a minute or more of "waiting" in the queue before the results download as <task_id>.glb and <task_id>.fbx into your output folder. The whole pipeline is server-side: no VRAM, no checkpoints, no model files for you to fetch.
The inputs that matter
- image - your reference. One, and it's required.
- model - Meshy's current generation (
latest). Leave it alone. - should_remesh -
truegives you a clean remeshed model with sub-options topology (triangle/quad) and target_polycount (default 300K).falsereturns the raw triangular mesh, denser and unprocessed - handy if you plan your own retopo. - symmetry_mode -
auto/on/off. For anything symmetric,onprevents the model from hallucinating mismatched details on the unseen side. - should_texture - the big one.
trueruns the texture phase (and unlocks enable_pbr for metallic/roughness/normal maps, plus a texture_prompt or texture_image to guide the look);falseskips it entirely and returns an untextured mesh at a lower price. - pose_mode -
A-pose/T-poseif the subject is a character destined for rigging. - seed - controls re-runs, not results; the tooltip is refreshingly honest about that.
Outputs: model_file (STRING), meshy_task_id (MESHY_TASK_ID - feed it into Meshy's refine, rig, or texture nodes to keep the pipeline going), GLB, and FBX.
Common issues
People get stuck on the "can't use texture_prompt and texture_image at once" error - that's a hard rule in the schema, pick one. Also, single-image generation means the back and sides are invented; if the unseen side matters, spring for the multi-image node instead. And keep an eye on should_texture: leaving it on while iterating on geometry is the fastest way to burn credits. For the free-and-local crowd, Hunyuan3D and TRELLIS nodes do single-image reconstruction on your GPU - expect rougher meshes and real setup time in exchange.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| model | COMBO | 1 options: latest | |
| image | IMAGE | — | |
| should_remesh | COMBO | When set to false, returns an unprocessed triangular mesh. | |
| symmetry_mode | COMBO | 3 options: auto, on, off | |
| should_texture | COMBO | Determines whether textures are generated. Setting it to false skips the texture phase and returns a mesh without textures. | |
| pose_mode | COMBO | Specify the pose mode for the generated model. | |
| seed | INT | 00–2147483647 | Seed controls whether the node should re-run; results are non-deterministic regardless of seed. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| meshy_task_id | MESHY_TASK_ID | — |
| GLB | FILE_3D_GLB | — |
| FBX | FILE_3D_FBX | — |