> 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/workflows/apply-pbr-to-your-own-model.md).

# Apply PBR to your own model

The fastest way to add PBR materials to an asset you already have. This is what an **Individual** project opens with.

This is a **single-asset route**. If you want a whole environment rather than one object, see [Generate a scene](/marso-studio/scenes/generate-a-scene.md).

**Nodes:** 3D Model Upload → Generate PBR Textures

### When to use this

You already have a textured mesh — a scan, a purchased asset, something out of your own pipeline — and you want I2M to predict its material stack.

### Steps

1. Create a **new project** and choose the **Individual** workflow. You land on 3D Model Upload → Generate PBR Textures.
2. In **3D Model Upload**, upload your `.glb`, `.usdz` or `.fbx`. Uploading is free — you're only charged when you generate.
3. Run **Generate PBR Textures**. Usually a few minutes.
4. **Preview** in the 3D viewer — switch HDRIs and compare against the original to check the prediction.
5. **Export** the textured asset and its individual maps.

### What you get

**Albedo, metallic, roughness and IOR**, as individual maps and as a textured mesh. *(Normal map prediction is in active development.)*

### Tips

* **Bring a clean, base-colour asset.** Assets that already carry PBR work against the prediction — strip existing material data first.
* **Check your UVs before you spend the credits.** I2M enhances materials; it can't fix overlapping UVs or broken geometry.
* **Keep files under 100 MB.**

See [3D file support](/marso-studio/preparing-your-assets/3d-file-support.md) for the full input rules, the [Nodes reference](/marso-studio/reference/nodes-reference.md), and [Credits & billing](/marso-studio/reference/credits-and-billing.md).


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