Guide Meshy texture styles so the same mesh can serve a game vertical slice, a pitch deck, or a print paint-up.
One mesh, many pitches
Stakeholder decks often need a clean product look; the game build needs dirt. Retexture instead of forking meshes early.
Prompt the material story
“Worn ceramic with cobalt glaze chips” beats “nice texture.” Wear, scale of detail, and finish tell the model how to paint.
Avoid photoreal when you need readability
Low-poly mobile characters read better with stylized albedo. Match texture style to camera distance.
Lock a hero, variants later
Approve one texture bible per faction or product line, then spin cheap variants.