Do not confuse generation resolution with a game triangle budget
Meshy says its 7.1 Ultra 4K mode can produce raw meshes up to 80 million triangles before simplification. That is a detail-generation capability, not a sensible default runtime budget. Decide the target platform and on-screen size first, then simplify toward the actual use case.
Preserve silhouette before micro-detail
During retopology or decimation, protect the outline, major bevels and features players can read at gameplay distance. Tiny surface relief that disappears in motion is usually better represented in normal/height information than carried as dense runtime geometry.
Rebuild the handoff basics
Check UVs, material slots, texture paths, normals/tangents, scale, pivot and orientation. A visually impressive generated mesh can still fail a Unity or Unreal handoff because those production details are inconsistent.
Create collision and LODs for the target scene
Collision should describe gameplay, not blindly copy millions of source triangles. Add simple collision where possible and build LODs only after the final target-engine scale and camera distance are known.
Test the exported file, not only the generator preview
Import the actual FBX/GLB/OBJ into the target engine and inspect materials, bounds, normals, scale, memory and collision. The exported asset is the deliverable; a generator viewport screenshot is not QA.
Current Meshy 7.1 reference
Meshy 7.1 launch notes → · Meshy API changelog →
Vendor-reported geometry/detail figures are cited as product capabilities, not as a recommendation to ship those raw meshes unchanged.