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Mesh counts, and what each one is actually for

110 for bold and white, 156 for general work, 230 for detail and halftones. Three screens cover most shops — here is which job goes on which.

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Mesh counts, and what each one is actually for — screen print at a print shop
Production11 min readA1printsoft EditorialPhoto: Deniz Demirci / Unsplash
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The short answer

  • Mesh count is threads per inch — higher count, finer detail, less ink
  • 110 lays a thick deposit: bold spot colour and white plastisol underbases
  • 156 is the go-to general screen and the entry point for process work
  • 230+ holds fine detail and halftone dots, with a much softer hand
  • Three counts — roughly 110, 156 and 230 — cover almost everything a small shop prints

Mesh count is the most consequential decision made before a screen is ever coated, and it is frequently made by whichever screen happened to be clean. Getting it right is the difference between a print that lays down cleanly at the first pull and one that is fought with for an hour.

The principle is simple and the applications are where the detail lives.

What does the number actually mean?

Mesh count is the number of threads per inch in the fabric stretched across the frame. A 110 mesh has 110 threads per inch; a 230 has 230 in the same space, which means finer threads and much smaller openings between them.

Two things follow directly, and they trade against each other. Lower counts pass more ink, because the openings are larger — so the deposit is thicker and more opaque. Higher counts hold finer detail, because a smaller opening can define a smaller shape, but they pass less ink, so the deposit is thinner.

Everything else about mesh selection is an application of that trade-off. You are choosing between opacity and detail, and the correct answer depends on the artwork, the garment and the ink.

110: thick ink, bold shapes

A 110 mesh lays down a fairly thick layer of ink and is well suited to block letters and larger spot-colour designs. It is particularly associated with white plastisol, which is a thicker ink that needs room to flow through the mesh.

That makes 110 the standard choice for an underbase — the white layer printed first on a dark garment so the colours above it have something to sit on. An underbase needs opacity above all else, and detail is largely irrelevant because it is being covered.

It is also reliable. A 110 handles standard plastisol spot colours across long runs and resists clogging under normal conditions, which matters on a production job where a screen drying or blocking mid-run costs real time. What it will not do is hold fine detail or small text — the openings are simply too large to define them.

156: the one most shops reach for

A 156 also lays down a thick layer but offers noticeably higher detail, and for that reason it is the go-to screen for a great many printers. It is the sensible default when you are unsure.

Relative to 110 it gives better edge definition and slightly less ink, which is exactly the trade most general work wants — clean edges on a print that is still opaque enough for everyday garments. It suits multi-colour prints and finer fonts, and it is the point at which four-colour process printing becomes practical.

If a shop could own only one mesh count, this would be it. Most of what a decorating shop prints — a two- or three-colour front on a mid-tone garment, with type at ordinary sizes — sits comfortably on a 156.

110 for the underbase, 156 for the work, 230 for the detail. Most jobs never need more.

230 and above: detail and soft hand

High counts are for designs with fine detail or with thinner inks, and a 230 can hold large halftone dots — which is what makes tonal work possible at all. Above that, 305 and finer are specialist territory.

The thinner deposit produces a noticeably softer hand, because less ink is sitting on the fabric. That is a genuine selling point for retail-quality work where the customer judges the garment by touch. The same thinness means the print can look distressed or washed out on a dark garment, which is sometimes exactly the effect wanted and sometimes a fault.

High mesh also wants thinner ink. Pushing a thick white plastisol through a 230 is a fight you will lose — the ink does not clear the mesh, the screen clogs, and the deposit is patchy. Mesh and ink have to be chosen together, which is the point most often missed.

The three-screen shop

For a small to mid-sized shop, three ranges cover most jobs.

RangeUse forInk
110–156Underbases, bold spot colourThick, opaque, white plastisol
156–200General production, multi-colour, fine fontsStandard plastisol
230+Fine detail, halftones, soft handThinner inks, water-based

Stocking three counts rather than one is not an extravagance — it is what allows a job to go on the right screen rather than the available one. The cost of a few extra frames is trivial against the press time lost fighting a print through the wrong mesh.

Keep them visibly labelled and stored separately. The most common cause of a mesh mistake is not ignorance but a rack of frames that all look alike at eight in the morning.

Matching mesh to ink and garment

Three variables, and they have to agree.

JobMeshWhy
White underbase on black110–156Opacity; white plastisol needs the opening
Two-colour front, mid-tone garment156Clean edges, adequate deposit
Small type under 10pt200–230Detail the coarser mesh cannot hold
Halftones or simulated process230+Must hold the dot
Water-based, soft hand200–230+Thinner ink, thinner deposit
Athletic numbers, heavy coverage110Maximum deposit, no fine detail

The water-based row is worth connecting to its other consequences. Thinner ink through a finer mesh is part of why water-based work behaves differently on press — it also dries in the mesh if the press pauses, and a finer mesh blocks faster than a coarse one.

The mistakes that cost the most time

White plastisol through a high mesh. The single most common error. The ink will not clear, the screen clogs within a few pulls, and the operator concludes the ink is faulty. Underbases belong on a coarse mesh.

Fine detail on a 110. The mesh cannot define the shape, so small text fills in and thin lines break up. This one usually gets blamed on the artwork or the exposure, and the artwork is often fine.

Halftones on too coarse a mesh. The dots are larger than the mesh can resolve cleanly, producing a mottled result. If a job has halftones, the mesh count is not optional.

Using whatever is clean. The most expensive of the four, because it is systematic rather than occasional. A screen chosen by availability rather than by the job will be wrong often enough to cost real press time across a year.

Before coating a screen

  • What is the finest detail in the artwork, and can this mesh hold it?
  • Is there a halftone anywhere? If so, 230 or finer
  • Is this an underbase? If so, coarse
  • What ink — and is it thick enough to need the opening?
  • What hand does the customer expect on this garment?

Thirty seconds of that before coating saves more press time than any other habit in the shop, and it costs nothing but the pause. It also feeds directly into what you can promise at quote stage — a job needing four screens at three different mesh counts is a job with real setup behind it, and that should be priced rather than discovered. The rest of the production archive assumes the screen was chosen for the job.

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Written byA1printsoft Editorial
175 articles

The print production desk at A1Printsoft. Writes the practical side of running a decorating shop: what things cost, how long they take and what to charge, checked against published trade figures.

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