To make a Hermes Agent 3D model, install the official Meshy plugin to generate the model from text or a photo, then hand it to the official Blender plugin when you need to clean it up, render it or export it for a game or a 3D printer. Both plugins are published by Nous Research in the hermes-official-plugins repo on GitHub. This page shows which route fits which job, so you skip the trial and error.
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If you want the deep dive on every Meshy tool, credits and the Desktop gallery, read our Hermes Meshy guide. This page is the map: idea in, finished file out.
The two plugins that make 3D work in Hermes
Hermes Agent does not draw meshes itself. It drives two tools that do.
- Meshy makes the model. The plugin wraps Meshy's own first-party MCP server and adds a workflow skill. The first commit landed on 19 October 2026 and version 0.5.0 followed on 24 October. It covers text to 3D, image to 3D, texturing, remeshing, rigging, animation, format conversion, resizing and 3D-print prep.
- Blender edits the scene. The plugin connects Hermes to the official Blender Lab MCP server. Version 0.4.0, released on 24 October 2026, can install Blender itself after you say yes once. Full details are in our Hermes Agent Blender plugin guide.
Meshy runs in the cloud under your Meshy API key. Blender runs on your own machine. That split decides most of the routes below.
Want the exact prompts and plugin setups we use for agent workflows like this? They live inside the AI Profit Boardroom, $69/mo, with weekly coaching calls where members bring their builds.
Hermes Agent 3D model: pick your route
Start from the job, not the tool. Every route below uses the same chat. You just ask in plain English.
| Your goal | Route | File to ask for |
|---|---|---|
| Quick prop from a text idea | Meshy text to 3D, preview, then refine for textures | GLB to view, FBX for Unity or Unreal |
| Model of a real object | Meshy image to 3D from your photo | GLB or OBJ |
| Look approved before spending on 3D | Meshy concept image first, then image to 3D | PNG concept, then GLB |
| Game asset with a polygon budget | Meshy with a detail level, then the optional Blender copy | FBX for Unity or Unreal, GLB for Godot |
| Rigged, animated character | Meshy in T-pose, then rig and animate | GLB or FBX |
| Single-colour 3D print | Meshy print route with printability check | STL, or OBJ marked print ready |
| Multicolour 3D print | Meshy multicolour processing | 3MF |
| Scene, lighting, render | Blender plugin on the downloaded model | Rendered still plus a .blend file |
| Apple AR preview | Meshy download | USDZ |
The format column comes straight from the Meshy skill's own format table. Name the destination in your prompt, such as "for Godot" or "to print at 10 cm", and the skill picks the format before it generates.
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Step 1: generate the model with Meshy
Install the plugin with hermes plugins install meshy and hermes plugins enable meshy. Then add your Meshy API key. Meshy says any paid Meshy plan can create one. In Hermes Desktop it goes under Settings, Plugins, Meshy. On the command line, hermes config set MESHY_API_KEY writes it to your profile.
Then ask. The README gives two examples worth copying: "Make a low-poly treasure chest for Godot" and "Turn ~/photos/mug.jpg into a 3D model and get it ready to print at 10 cm".
Three things happen that you should know about:
- Hermes asks before it spends. The plugin marks Meshy as untrusted, so every call that creates, downloads or cancels asks for approval first. Read-only checks run without a prompt.
- Text models come in two passes. The first pass is an untextured preview. A refine pass adds textures. A photo model comes back textured by default.
- Download within three days. Meshy's file links expire three days after the task finishes. Saved files are permanent, so always ask Hermes to save to a folder you name.
The skill also asks what the asset IS and where it goes, not for a triangle number. A small prop, a hero character and a building each get a different detail level. You can set a default with the plugin's detail setting: ask, game, mobile or detailed.
📺 Watch: Run Hermes Agent FREE With This NEW Model 🤯
Step 2: refine, render or optimise it in Blender
Meshy gives you a mesh. Blender gives you control over it. There are two ways the two plugins meet.
The Meshy Blender copy
After a GLB download, the Meshy skill checks whether Blender is installed. If it is, it offers an optimised copy for game testing, with packed textures, an optional triangle budget and a .blend file. Meshy's docs say this runs locally with no additional Meshy credits. You can set it to always, never or ask.
For crowds, mobile games or anything with many models on screen, the skill offers a game set once: lower-detail versions for distance and smaller textures. It never cuts triangles without your budget.
The Blender plugin for scene work
For anything beyond an optimised copy, use the Blender plugin. Ask Hermes to import the model, place it, add lights and a camera, and render a still. The plugin reads the scene first, makes small changes and checks each one. In a graphical Blender it can take a screenshot after each change so you watch the build.
If you already set up Blender through the MCP route instead, our Hermes Blender MCP guide covers that path.
Stuck choosing between routes for a client project? Book a free AI strategy session and we will map it with you.
Step 3: ship it to a game or a printer
For games
Ask for FBX for Unity or Unreal and GLB for Godot. The Meshy skill is strict on one point: it never calls a download "game-ready". The file has no LODs, no collision mesh and no hand retopology, and scale or pivot may need fixing. Plan for that step in your engine.
Characters follow their own chain. Generate in T-pose, rig, then pick animations from Meshy's library. The skill only calls a model rigged or animated after it checks the saved file.
For 3D printing
The print route detects your slicer, generates an OBJ, runs a free printability check and downloads a print-ready file. For more than one colour, ask for 3MF. Large models can be split into printable parts. Ask for real-world size in the same prompt, such as "10 cm tall", so the resize happens before export.
Tips that save time and credits
- Approve the concept first. A 2D concept image is cheaper to reject than a full 3D model.
- Name the engine or printer up front. The format is chosen before generation.
- Keep 3D work in its own profile. A separate profile keeps your Meshy key and settings apart from your daily agent. See running multiple Hermes profiles.
- Use the spend limit. The plugin sets a 200-credit limit per chat by default. Unattended runs, such as cron jobs, refuse paid calls with default settings.
- Check your commands. Our list of Hermes Agent slash commands covers /yolo, which skips approval prompts. Use it with care.
This 3D stack is one piece of a larger agent setup. Our Agent OS guide shows how the pieces fit together, and our Goldie Bench ranks which models handle agent work best.
Want a hand wiring Meshy and Blender into a real workflow for your business? Grab a free strategy session.
FAQ
Is the Hermes Meshy plugin free?
The plugin is MIT-licensed and free to install. Meshy itself is not: you need a Meshy API key, which Meshy says any paid Meshy plan can create. Most Meshy calls spend credits, and Hermes asks before each one.
Do I need Blender to make a 3D model with Hermes?
No. Meshy alone generates, textures and exports the model. Blender is for the extra steps: an optimised game copy, scene layout, lighting and rendered stills.
Which file format should I ask for?
FBX for Unity and Unreal, GLB for Godot and the web, USDZ for Apple AR, STL for a single-colour print and 3MF for a multicolour print. That list comes from the Meshy skill's own format table.
Can Hermes make 3D models on a schedule?
Not with default settings. Unattended runs cannot approve paid calls, so they are refused. The Meshy README explains how to change approvals and the spend limit if you want that.
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