> For the complete documentation index, see [llms.txt](https://docs.m-xr.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.m-xr.com/marso-studio/getting-started/quickstart.md).

# Quickstart

This guide takes you from a blank canvas to a fully textured asset. Pick the route that matches what you have.

When you create a new project you choose a **workflow**, and that choice decides your route:

| Workflow       | For           | You start with                                  |
| -------------- | ------------- | ----------------------------------------------- |
| **Bulk**       | A whole scene | **Scene Generation** → **Detect Objects**       |
| **Individual** | One asset     | **3D Model Upload** → **Generate PBR Textures** |

> **Bringing your own mesh?** Check that your asset meets the [file requirements](/marso-studio/preparing-your-assets/3d-file-support.md) first. Most early problems come from inputs that were never going to work.

## Route A — I want a whole scene

Create a new project and choose **Bulk**. This is the main route.

1. In **Scene Generation**, describe an environment — a place, not a single object: *"a cluttered mechanic's workshop, tools on the bench, oil drums in the corner"*.
2. Run **Detect Objects**. The scene is broken into its individual objects.
3. Open the object viewer. **Everything is selected by default** — deselect walls, floors, backdrop, duplicates, and anything small or distant. Every object you keep is charged for all three generation stages, so this is the step that controls your spend. Confirm the selection.
4. Run **Generate Reference Images.**
5. Run the group **Generate 3D Model.**
6. Run the group **Generate PBR Textures.**
7. **Preview** objects in the 3D viewer as they arrive, then **export** the scene or individual assets.

Full detail in [Generate a scene](/marso-studio/scenes/generate-a-scene.md).

## Route B — I already have a 3D model

Create a new project and choose **Individual**. You land on **3D Model Upload → Generate PBR Textures**.

1. In **3D Model Upload**, upload your `.glb`, `.usdz` or `.fbx`. Uploading is free.
2. Run **Generate PBR Textures**. The model predicts your materials — usually a few minutes.
3. Inspect the result in the **3D viewer**.
4. **Export** the textured asset and its individual maps.

## Route C — I want one asset from an idea or an image

Create a new project and choose **Individual**, then build the image → 3D route: **Image Generation → Generate 3D Model → Generate PBR Textures**.

1. In **Image Generation**, enter a prompt. Prefer your own image? Use an **Image Upload** node instead — it's free.
2. **Generate 3D Model** turns that image into a mesh. Need a specific face count? Set a custom polycount.
3. **Generate PBR Textures** applies materials.
4. **Preview** in the 3D viewer, then **export**.

> Make sure your object fills most of the image. Sparse or distant subjects are the most common cause of a failed 3D generation.

## What you get

Every successful run gives you the textured asset plus its individual maps — **albedo, metallic, roughness and IOR**. Scene runs give you each object as its own asset with its own material set.

## Next steps

* Run a scene properly → [Generate a scene](/marso-studio/scenes/generate-a-scene.md)
* Understand the full pipeline → [Nodes reference](/marso-studio/reference/nodes-reference.md)
* Budget a big run → [Credits & billing](/marso-studio/reference/credits-and-billing.md)
* Get better results → [Sourcing & preparing assets](/marso-studio/preparing-your-assets/sourcing-and-preparing-assets.md)
* Something not working? → [Troubleshooting](/marso-studio/help-and-support/troubleshooting.md)


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