For the complete documentation index, see llms.txt. This page is also available as Markdown.

Troubleshooting

Most issues fall into one of the categories below. If none of these solve it, see Contact & support.

My scene didn't detect the right objects

What you see
Fix

Objects missing entirely

Run Detect Objects again and name them explicitly in categories

One object split into several pieces

Re-run with a broader category for that object

Several objects merged into one

Re-run with the individual categories named

Too much scenery detected

Just deselect the extras — that's free

If two runs don't improve things, the scene image is the problem rather than the detection. A clearer image with better-separated objects, each reasonably large in frame, detects better than any category list. See Detecting & selecting objects.

Some objects in my scene failed

This is normal on larger scenes. One object failing doesn't stop the rest and doesn't invalidate the ones that worked.

  • The object probably didn't fill enough of its reference image. This is the most common cause. 3D generation needs the object to take up the majority of the frame, so anything small, distant or heavily occluded in the original scene tends to fail. Deselect those at detection rather than paying for them.

  • Retry the individual object, not the whole scene. You're only charged for the object and stage you re-run.

  • If a retry fails the same way twice, go back a stage. A bad mesh is usually a bad reference image, and a bad reference image is usually an object that was too small in the scene to begin with.

  • Thin, wiry or transparent objects are the other common failures at the 3D stage. Chains, wire fencing, glassware.

See Working with scene results.

I ran out of credits partway through a scene

Objects that already completed are kept — they're yours, and you won't be charged for them again. But the run doesn't resume on its own: the remaining objects in that run won't complete. Top up, then re-run the ones that didn't finish.

To avoid it next time, check the arithmetic before you start. See Credits & billing.

My scene is taking a long time

A scene runs every stage across every object you selected, so a large scene is a long run. Objects are processed in parallel, so it won't take the sum of its parts, but it will take considerably longer than a single asset. Objects appear as they finish — you can review the early ones while the rest are still running.

My file was rejected

Cause
Fix

No base-colour texture

Add an image-based base-colour texture before uploading

Coloured with vertex data only

Vertex colours aren't textures — bake to a texture map

Textures referenced externally (URI/file path)

Embed textures in the file, or bundle them (see below)

FBX zip not following the naming convention

Name the base-colour map game.color.png, color.png, albedo.png, basecolor.png or base_color.png

A material with no texture

Make sure every material has a base-colour texture

Full rules: 3D file support.

My results don't look right

  • Check the input first. Marso Studio enhances materials but can't fix bad geometry, overlapping UVs, or a poor scan.

  • Remove any existing PBR. Bring a clean, base-colour asset — assets that already carry PBR work against the prediction.

  • Flat-shaded AI assets predict poorly. Generative meshes work best when shading and lighting cues are baked into the base colour.

  • Complex geometry can produce coverage artefacts on some surfaces — try a cleaner or simpler asset to compare.

See Sourcing & preparing assets.

It looks wrong in the viewer

The web viewer is still being refined during early access. If a result looks off in the viewer, download and check the exported maps before assuming the generation failed.

Generation failed or timed out

  • Keep files under 100 MB.

  • Run one generation at a time during early access.

  • Retry once — if it fails again, grab a screenshot of any error and contact us.


Still stuck? → Contact & support

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