Prompting
How to describe characters so MeshGenie (and your agent) succeed.
Your agent skill carries these rules; this page is the human-readable version.
Do
- Subject first: who/what, materials, distinctive features
“a broad orc warrior with red skin, tusks, iron pauldron on the left shoulder” - One character, full body for humanoids that will be rigged
- Trust the style profile for art direction (palette, poly look, lighting)
- Reuse the project profile so the cast matches
Don’t
- Don’t fight the pose contract (“dynamic action pose”, “crouching ready stance”) — rest pose must stay neutral so animation works
- Don’t cram five characters into one prompt
- Don’t re-specify “low poly blue palette medieval” every time if the profile already locks it
- Don’t ask for held props in the base character (thin geometry fails reconstruction) — add weapons as separate layers later
Good vs weak
| Weak | Better |
|---|---|
| “cool fantasy guy” | “human male knight in plate armor, closed helm, tabard” |
| “orc, epic lighting, cinematic” | “orc warrior, red skin, tusks, heavy shoulders” (lighting is the profile) |
| “ninja mid-kick T-posing” | “ninja in black wraps, mask, full body, arms relaxed” |
Humanoids vs props
- Characters: rig + animation path
- Props: static mesh (barrel, rock, tree) — cheaper, no skeleton
Tell the agent which kind you want (add_character_to_game vs prop tools).
After the concept
Always look at the 2D concept grid before spending a 3D build. The free half of the product is where bad ideas die cheaply.