> 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/help-and-support/troubleshooting.md).

# Troubleshooting

Most issues fall into one of the categories below. If none of these solve it, see [Contact Support](/marso-studio/help-and-support/contact-support.md).

## My scene didn't detect the right objects

| What you see                         | Fix                                                                                                                           |
| ------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- |
| Objects missing entirely             | Draw a box round them in the object viewer (free), or check their category is selected in **Detect Objects** and run it again |
| One object split into several pieces | Usually the scene image: see below                                                                                            |
| Several objects merged into one      | Usually the scene image: see below                                                                                            |
| 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 choice of categories. See [Detecting & selecting objects](/marso-studio/scenes/detecting-and-selecting-objects.md).

## 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 object**, not the whole scene: **Re-run** on its card, or **Re-run failed items** on the group. Retrying a failed object is free, up to three times.
* **Or carry on without it.** Deselect the failed object on its card, and the next stage runs with the rest.
* **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.
* **A retry uses the same 3D generator.** Where the reference image is fine and the mesh still isn't, the generator is the variable worth moving — see below.

See [Working with scene results](/marso-studio/scenes/working-with-scene-results.md).

## The mesh came out wrong, but the image was fine

Reconstruction is the stage where the model matters most, and no single generator handles every subject. **Generate 3D Model** offers **Hunyuan 3D 3.1 Pro** (the default), **Tripo H3.1**, **Meshy 6**, **Meshy 7** and **Meshy 7.1**.

* **Re-run the same reference image through a different generator** before you go back and re-prompt. Hard-surface props, organic shapes and cluttered references all favour different models.
* **The generators cost different amounts**, and switching re-runs the generation at the new generator's rate — so check the cost before you switch a whole scene rather than one object.
* The generator only decides geometry and base colour. If the *materials* are the problem rather than the shape, that's the PBR stage — see **My results don't look right** below.

See [Choosing a generator](/marso-studio/reference/nodes-reference.md#choosing-a-generator) and [Credits & billing](/marso-studio/reference/credits-and-billing.md).

## I ran out of credits partway through a scene

Each stage reserves its whole cost before any object starts, so a stage never stops halfway for lack of credits. If your balance can't cover the next stage, it doesn't start and you aren't charged. **Objects from the stages that already finished are kept.** Top up, or deselect some objects, then run the stage.

To avoid it next time, work out the cost before you start — every object you keep is charged for all three generation stages, and your choice of 3D generator changes what each object costs. The selection step and the generator are where you control this. See [Credits & billing](/marso-studio/reference/credits-and-billing.md).

## 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. You can also leave it: the project's card on the **Projects** page shows a dot while runs are in progress, then **Done** or **Failed** for a day after the last one finishes.

## 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](/marso-studio/preparing-your-assets/3d-file-support.md).

## 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](/marso-studio/preparing-your-assets/sourcing-and-preparing-assets.md).

## It looks wrong in the viewer

The web viewer is a preview. 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**.
* Retry once — if it fails again, grab a screenshot of any error and contact us.

***

Still stuck? → [Contact Support](/marso-studio/help-and-support/contact-support.md)


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