Meshy: Texture Model
Texture Model — re-skinning an existing mesh with text or a reference image
- meshy_task_id
- image_style
- model_file
- meshy_task_id
- GLB
- FBX
Generated the perfect shape and hate the paint job? Meshy: Texture Model re-textures an existing mesh without touching its geometry - you describe the look you want (or hand it a style image), and Meshy redraws the texture. It's the cheapest way to restyle an asset you already like, short of opening Substance Painter.
Yes, it's another paid cloud node (Comfy Org account, credits, ~$0.40 per retexture). And it has one strict rule you need to know before you build a workflow around it: you must provide either a text style prompt or a style image. Both empty, the node errors out. Both filled, it also errors out. Pick one lane.
How it works
You feed it the meshy_task_id of an existing model (from any Meshy generation node), plus your style guidance. Meshy uploads the geometry and runs its retexture job server-side - it re-unwraps or reuses the UVs and paints a fresh texture. Comfy polls until it's done and downloads the re-skinned GLB and FBX into your output folder, along with a fresh task ID if you want to keep iterating.
The inputs that matter
- model -
latest. Ignore. - meshy_task_id - the model to retexture. Required. Same rule as refine: you can only retexture a task, not a downloaded file, so keep the IDs around.
- enable_original_uv - default
true. Use the model's existing UV layout instead of generating new UVs. The tooltip's warning is the useful bit: when enabled, Meshy preserves existing textures, but if the model has no original UV, output quality can suffer. Disable it if the source model was never properly unwrapped. - pbr - generate PBR maps (metallic, roughness, normal) on top of the base color. Default off; turn it on if the asset is going into a PBR renderer.
- text_style_prompt - up to 600 characters describing the texture style ("weathered brass with green patina, chipped paint"). Or use image_style, an optional image that guides the look. One or the other - never both.
Outputs: model_file (STRING), meshy_task_id (typed MODEL_TASK_ID here), GLB, FBX.
Common issues
The both-or-neither rule is the top trip-up, and the error message doesn't sugarcoat it. Second, enable_original_uv is a trap for meshes with ugly auto-generated UVs: leaving it on preserves a bad layout and then blames the quality drop on Meshy. If the result looks smeared, flip it off and let Meshy unwrap fresh. Third, retexturing is per-task - you can't texture a mesh that arrived from outside the Meshy pipeline (like a Blender export), because there's no task ID for it. For outside meshes, you'd re-import into Meshy's own tools first.
Inputs (6)
| Name | Type | Default | Description |
|---|---|---|---|
| model | COMBO | 1 options: latest | |
| meshy_task_id | MESHY_TASK_ID | — | |
| enable_original_uv | BOOLEAN | true | Use the original UV of the model instead of generating new UVs. When enabled, Meshy preserves existing textures from the uploaded model. If the model has no original UV, the quality of the output might not be as good. |
| pbr | BOOLEAN | false | — |
| text_style_prompt | STRING | Describe your desired texture style of the object using text. Maximum 600 characters.Maximum 600 characters. Cannot be used at the same time as 'image_style'. | |
| image_styleopt | IMAGE | A 2d image to guide the texturing process. Can not be used at the same time with 'text_style_prompt'. |
Outputs (4)
| Name | Type | Description |
|---|---|---|
| model_file | STRING | — |
| meshy_task_id | MODEL_TASK_ID | — |
| GLB | FILE_3D_GLB | — |
| FBX | FILE_3D_FBX | — |