For AI-generated meshes

The generator gave you a mesh. Finish it here.

Text-to-3D and image-to-3D tools get you a shape in a minute, and then leave you with a heavy mesh, a muddy texture and nowhere to work on it. Open the file in Studio to reduce it, repair it, give it real materials and render it, in one browser tab.

mixos Studio open on an iPad showing a brown tufted leather chesterfield sofa, a marble coffee table and a fiddle-leaf fig, on a plinth, with the real physical version of the same subject behind it.

Bring the triangle count down

Generated meshes are often far denser than the shape needs. Reduce polygons collapses the count to the fraction you choose while keeping the silhouette, as a one-off edit or as an adjustable modifier.

Repair what the generator left

Fill holes closes open borders, Recalculate normals makes faces agree on which way is out, and Clean up removes loose and degenerate geometry that breaks printing and unwrapping.

Replace the muddy texture

Apply metals, plastics, woods and fabrics from the material library to each part, or send the model to Auto-Texture and Paint for a new AI texture pass you can then refine by hand.

Show it properly

Set the model on a lit stage or under an HDRI sky and path-trace a still, a transparent PNG or a turntable. A generated model looks very different once it is lit.

Why Mixos

What generators are good at, and where they stop

An AI generator is quick at the hard part, which is getting a recognisable shape out of a prompt or a photograph. What comes back is usually one dense triangle mesh with lighting painted into its texture, sometimes with open borders, flipped faces or small floating fragments. None of that matters in the generator's preview. All of it matters when the model has to go into a game, a print or a render.

Studio treats the file as an ordinary model. It arrives in a scene with its parts named, and the modeling tools work on it directly: reduce the polygon count, close the holes, fix the normals, pair triangles back into quads where the shape allows, and separate pieces that should be their own objects.

Be clear about the limits. Reducing polygons rebuilds the mesh, which discards its UV layout, so plan to retexture afterwards rather than expecting the old texture to survive. No tool here invents geometry the generator never made: a missing back or a fused hand is a modeling job or a new generation.

Importing, repairing, lighting and previewing are free with a free account. Saving the finished model, renders or video is part of Pro at $8.99 a month or the one-time $99 license.

What generators are good at, and where they stop

Reduce, repair, retexture, render

  1. 01

    Open the file and look at it plain

    Import the GLB, FBX or OBJ and check the mesh without trusting its texture. Read the triangle count and look for holes, dark patches and floating pieces.

  2. 02

    Reduce and repair

    Reduce polygons to a count that suits where the model is going, then fill holes, recalculate normals and clean up loose geometry.

  3. 03

    Give it a surface, then light it

    Assign library materials or run a new texture pass, put the model on a stage and render it. Export when it holds up from every side.

Example texture prompt

Weathered bronze statue of a fox, green patina in the recesses, polished highlights on raised edges, matte stone plinth. No painted shadows or highlights.

What to check before you use it

  • Turn the model fully around: the side the source image never showed is where generators guess.
  • Confirm the triangle count suits the destination, such as a game engine, a slicer or a web page.
  • Read the generator's terms for the rights you have to the model before you publish or sell it.

Frequently asked questions

Which AI generators does this work with?

Any that lets you download the model. Studio opens GLB, glTF, FBX, OBJ, STL, PLY, 3MF and USD files, which covers the downloads from the common text-to-3D and image-to-3D tools.

Will reducing polygons keep my texture?

No. Reducing polygons rebuilds the mesh and drops its UV layout, so the old texture no longer fits. Unwrap and retexture afterwards, or apply library materials, which need no UVs to look right on simple parts.

Can it fix a missing or fused part?

Not automatically. Holes with a clean border can be filled, and you can model or sculpt a replacement, but geometry the generator never produced has to be made, either by hand or by generating again.

Can I 3D print the result?

Yes, once the mesh is closed. Fill the holes, clean up loose geometry and export STL or 3MF. Check wall thickness and scale in your slicer, since a generated model has no real-world size.

What do I need to run it?

A browser with WebGPU: current Chrome or Edge on Windows, macOS, Linux or ChromeOS, or Safari on iPadOS 26 and later. You need a free account to open Studio. A single model file can be up to 150 MB.

Mixos

A minute to generate. A tab to finish.