> 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 3D asset from scratch and texture it — all in one pipeline. This is the **Gen3D → PBR** workflow, built on the **Generate 3D Pipeline** template.

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 measured PBR materials, so what you export drops straight into a render or game pipeline.

### When to use this

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

### Steps

1. Create a **new project** and add the **Generate 3D Pipeline** template.
2. In **Image Generation**, enter a prompt *(1 credit)*. *(Prefer your own image? Swap in an **Image** node and upload it instead.)*
3. **Generate 3D Model** turns that image into a mesh *(4 credits for a single image)*.
4. **Generate PBR Textures** applies the material stack *(10 credits)*.
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** node.
* **Refine the image first** — add an **Image Edit** node *(1 credit)* before generating the 3D model.
* **Improve the 3D reconstruction** — use a **Multiview** node *(4 credits)* to produce multiple views of the object before **Generate 3D Model** *(multi-view input: 5 credits)*.

### Tips

* A clean, well-lit source image with clear shading produces a better mesh and better materials.
* See the full [Nodes reference](/marso-studio/reference/nodes-reference.md) and [Credits & billing](/marso-studio/reference/credits-and-billing.md).


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