UModeler X MCPリリース — AIエージェントでモデリング
UModeler X

Improve

Refine a Meshy-generated model inside Unity: regenerate textures (text or image input, PBR maps), remesh to a target height, pivot, topology and poly count, or auto-rig and apply animations from the Meshy library.

Translation in progress — showing the English version.

Improve is the post-processing stage of the Meshy workflow. It works on a model you already generated (or one selected in History) and sends it back to Meshy for a second pass — new textures, a cleaner mesh, or a rig with animation — before you place it in the scene. Each Improve run is a separate Meshy job billed to your Meshy account.

The three tools

ToolUse it whenKey options
TextureThe shape is right but the surface is not — wrong colors, flat materials, or you generated without textures.AI Model (meshy-4/5/6), Input (a text prompt or a reference image drives the new texture), PBR Maps on/off.
RemeshYou need a different polygon budget or topology, or the model must be a specific real-world size.Height in meters (0 = keep size), Pivot (Bottom/Center), Topology (Quad/Triangle), Poly Count 100 – 300,000.
Rig & AniThe model is a character and you want it animated.Auto Rig, then pick a clip from the Meshy animation library (searchable). Works best on models generated with A/T Pose on.

Order that usually works

  1. Remesh first if the poly count or size is wrong — texturing a mesh you will replace wastes a job.
  2. Texture next, once the geometry is final.
  3. Rig & Ani last; rigging bakes to the current mesh.

How Meshy differs from Tripo here

Meshy's Texture tool takes text or image as the input and re-paints the whole model; Tripo's Texture tool adds an Alignment choice (Image vs Structure) and HD Texture instead. Meshy's Remesh has a Height field to set real-world size; Tripo's Remesh has an output Format choice (FBX/GLTF/OBJ). Both offer Auto Rig with an animation library. See Tripo → Improve for the other side.

Improve | UModeler X Manual