> 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/from-image-to-textured-3d.md).

# From image to textured 3D

Generate a single 3D asset from scratch and texture it — all in one pipeline, built in an **Individual** project.

This is a **single-asset route**. If you want a whole environment decomposed into many assets, see [Generate a scene](/marso-studio/scenes/generate-a-scene.md).

Generating geometry is only half the job — an untextured or flat-shaded mesh isn't production-ready. Running it through I2M grounds the asset in a predicted PBR material stack, so what you export drops straight into a render or game pipeline.

**Nodes:** Image Generation → Generate 3D Model → Generate PBR Textures

## When to use this

You're starting from an idea, a prompt, or a single reference image and want one fully textured 3D asset at the end.

## Steps

1. Create a **new project**, choose the **Individual** workflow, and build the image → 3D route: **Image Generation → Generate 3D Model → Generate PBR Textures**.
2. In **Image Generation**, enter a prompt. *(Prefer your own image? Swap in an **Image Upload** node and upload it instead — uploading is free.)*
3. **Generate 3D Model** turns that image into a mesh. Pick a generator — **Hunyuan 3.1** is the default; **Tripo H3.1**, **Meshy 6** and **Meshy 7** are also available, at different credit costs.
4. **Generate PBR Textures** applies the material stack.
5. **Preview** in the 3D viewer, then **export** the textured asset and its maps.

## Variations

* **Upload your own image** — replace **Image Generation** with an **Image Upload** node. Uploading is free.
* **Refine the image first** — add an **Image Edit** node before generating the 3D model.
* **Improve the 3D reconstruction** — use a **Multiview** node to produce multiple views of the object before **Generate 3D Model**. Multi-view input costs more than a single image, and only **Hunyuan 3.1** accepts it.
* **Set a specific face count** — pick a custom polycount on **Generate 3D Model**. Every generator offers it, but only Hunyuan 3.1 charges extra for it, and on Hunyuan it's single-image only.
* **Try a different generator** — none of them wins on every subject, so re-running the same image through another one is often a faster fix than re-prompting. They're priced differently, so check the cost first — see [Choosing a generator](/marso-studio/reference/nodes-reference.md#choosing-a-generator).

## Tips

* **The object must fill most of the image.** This is the single biggest cause of a failed 3D generation — a subject that's small, distant or lost in a busy frame won't reconstruct.
* A clean, well-lit source image with clear shading produces a better mesh and better materials.
* Flat-shaded generative images predict poorly. Shading and lighting cues baked into the base colour give I2M something to work from.
* **Change the generator before you change the image.** If the reference image is good and the mesh still isn't, the reconstruction model is the variable worth moving. See [Choosing a generator](/marso-studio/reference/nodes-reference.md#choosing-a-generator).

See the [Nodes reference](/marso-studio/reference/nodes-reference.md) for what each node costs, and [Credits & billing](/marso-studio/reference/credits-and-billing.md).


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