MeshForge
Core
The definitions and the pipeline that owns a generation end to end — submit, poll, download, import, finish — and the import that sets textures, materials, collision and lightmap UVs.
Open source · Free
Plugins / MeshForge
Developer preview. Concept, mesh, import and garment fitting work.
6 plugins in this set.
Engine-only. No accounts, no models, no keys.
What it does
A mesh from a description, or from a reference image
Game-ready on import: textures, materials, collision and lightmap UVs
One pipeline end to end — submit, poll, download, import, finish
Provider-agnostic: local runners and hosted services register through the same interface
A free provider that honours a seed, so a definition is a recipe rather than a receipt
A hosted route on your own API key — Meshy and Tripo, for images as well as meshes
Dress a character in a generated garment, with rigging left to the engine
The whole generate-review-import loop exposed to an agent, as tools
Seen, not described
What it is
A generated mesh is a candidate, not a prop. It arrives at the wrong scale, with no collision, no lightmap UVs and a material setup that means nothing to the engine. MeshForge owns the whole distance between those two things: submit, poll, download, import, finish — so what lands in the project is a static mesh you can place, not a file you now have to fix.
Providers are infrastructure, not the product. A local runner and a hosted service register through the same interface, so the definition does not change when you switch. The TRELLIS.2 route runs in Docker — on your own machine, or on a GPU rented by the hour when the work outgrows the card you have — and honours a seed, which is what turns a mesh definition into a recipe rather than a receipt. The hosted route runs on your own API key against Meshy and Tripo, and generates images as well as meshes.
Garment fitting is a post-processing step rather than a generator. It exports the target skeletal mesh in its reference pose along with its bone landmarks, hands both to a Blender fitting runner, and imports the garment back wrapped around that body — topology, UVs and materials untouched. Rigging and skin weights stay in Unreal, where the engine does its own transfer, because that is the part the engine is better at.
Deliberately narrow: static meshes, no gameplay framework dependency, no rigging, no skeletal meshes of its own. Anything it does not do belongs to a set that does.
What is in the set
Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.
Core
The definitions and the pipeline that owns a generation end to end — submit, poll, download, import, finish — and the import that sets textures, materials, collision and lightmap UVs.
Open source · Free
Provider
Hosted image and mesh generation on your own API key — Meshy and Tripo. Metered, paid to the provider directly, and useful where a local model cannot reach: quad retopology, multi-image reconstruction, or a card you do not have.
Free
Provider
Microsoft TRELLIS.2 as a reproducible provider you run yourself — in Docker on your own machine, or on a GPU rented by the hour. Turns a reference image into a textured PBR mesh and honours a seed, so the same definition makes the same mesh again. The model and its code are MIT licensed; it conditions on a Meta-gated encoder you accept and request access to once.
Free
Post-process
Dresses a character in a generated garment: the target mesh goes out in its reference pose with its bone landmarks, a Blender fitting runner wraps the garment around that body, and it comes back with topology, UVs and materials untouched. Skin weights stay in Unreal.
Paid
Agent toolset
List providers, author definitions, generate, import and re-finish — as tools. Adapter only: it forwards to MeshForge and holds no pipeline logic.
Open source · Free
Agent toolset
Check Docker and the runner, start and stop the container, read its log. Adapter only: removing it changes nothing about the provider.
Open source · Free
Asked first
Usually not, and that is the point. It is good enough to place, to block out a scene, and to find out whether the design is worth the cost of a real one. Form survives generation; clean topology and legible small print do not. When the real asset arrives it replaces this one, and the ledger already knows everything that depended on it.
TRELLIS.2 you run yourself — free on your own card, or on a GPU rented by the hour when the job is bigger than the card — and it honours a seed, so the same definition makes the same mesh again. Hosted is Meshy and Tripo, metered on your own key, and reaches what a local model cannot: quad retopology, multi-image reconstruction, images as well as meshes. The definition is identical either way.
No, and deliberately. The fitting runner wraps the garment around the body in its reference pose and leaves topology, UVs and materials alone. Skin weights are then transferred by Unreal itself, because the engine does that better than a round trip would.
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