Getting started
Create your first game asset
Learn how to choose, customise and export your first game-ready asset in just a few minutes.
Overview
Every asset in Meshify starts as a template and ends as a file your game engine accepts. Nothing in between requires modelling: you pick a shape, move a handful of sliders, and export. This page walks the whole path once, end to end.
The example below makes a chain, because it is the shortest path to a finished file. The same four steps apply to clothing, props and accessories — only the sliders change.
Choose an asset
Open the asset library from the left rail and pick a template. Templates are starting points, not presets you are stuck with — everything they define is a value you can change afterwards.
Customise it
The properties panel on the right holds everything the template exposes. Drag a slider and the mesh rebuilds as you drag — not when you let go — so you are always looking at the real thing.
Properties · Cuban chain
Shortcuts worth learning first
- Move
- G
- Rotate
- R
- Scale
- S
- Undo
- CtrlZ
- Frame selection
- F
Preview
The viewport is not a preview of the export — it is the export. The same meshes and the same materials go into the file, which is why what you approve on screen is what lands in your game.
Export
Pick the engine you are building for. Meshify writes a .glb either way — the target decides the scale, the axis convention and which validations run before the file is written.
- Triangles
- 12,482
- Materials
- 4
- Textures
- 2048 × 2048
- Scale
- Verified
- Validation
- No errors
This card is documentation — the editor does the exporting.
For FiveM, the file goes into your resource next to its manifest:
fx_version 'cerulean'
game 'gta5'
-- The stream folder is what the client downloads.
files {
'stream/chain_cuban.ydd',
}
Next steps
You now have a finished asset. The two pages worth reading next are the interface tour — which names everything you just used — and the export reference for the engine you picked.
- Interface overview: what every panel in the editor is for.
- Export to Roblox: scale, orientation and Studio import.
- Export to FiveM: props, clothing and resource structure.
