meshgeniedocs

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

WeakBetter
“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.

On this page