Sourcing & preparing assets
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Marso Studio enhances materials — it doesn't repair geometry or compensate for a poor scan. The quality of your output is tied directly to the quality of your input. This page covers what makes a good input and where to find assets to try.
1. Does it have a texture?
Your asset must carry an image-based base-colour texture.
✅ Has a texture
❌ Vertex colours only — these aren't textures and will be rejected
2. Where did the mesh come from?
Created with a generative model — text-to-3D or image-to-3D
An artist-made model, or a photogrammetry scan
The preparation rules differ slightly for each.
✅ Has a texture
✅ Has shading — the model works best with assets that carry shading and lighting cues in the base colour; this outperforms flat shading
❌ Flat shading, or a plain base colour with no lighting information
❌ Already has PBR materials
✅ Unique UVs — parts of the asset don't share the same UV space
❌ Tileable textures — bake these down to a single UV map first
❌ Procedural textures — bake these to a single UV map first
❌ Already has PBR materials
Why "no existing PBR"? The model's job is to predict the PBR stack. An asset that already carries PBR materials works against that prediction — bring a clean, base-colour asset and let Marso Studio do the rest.
Large files are slow to upload and more likely to fail. Decimate or optimise heavy meshes before uploading. Texture size also has an impact, a GLB with an 8k texture will be slower than a GLB with a 2k texture.
Confirm the asset opens with its base-colour texture visible.
Inspect the UVs — look for overlapping or shared UVs on parts that should be unique.
Make sure there's no PBR already applied.
Example assets — every new project comes preloaded with 10 example assets so you can see how Marso Studio works before bringing your own.
Generate your own — use the image → 3D nodes inside Marso Studio to create an asset from scratch. See From image to textured 3D.
Next: check the exact format rules in 3D file support.
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