Troubleshooting (Pro)
Asset Compiler stops instead of finishing
This is not automatically an error. Pro 3.0 is designed to stop when a required step cannot be completed safely or when Ship Gate finds a critical blocker.
- Open the compiler result and identify the first failed category or pipeline stage.
- If the blocker is topology, use a compatible retopology workflow rather than repeatedly pressing Compile.
- If the blocker is a missing texture, unsupported material setup, UV issue, LOD requirement or collision requirement, correct that category and compile again.
Hard-surface or CAD asset does not launch heavy reconstruction
This is intentional. The Pro 3.0 compile path does not synchronously launch expensive hard-surface QuadriFlow/QuadWild reconstruction from the Compile button. It uses conservative recovery where appropriate and can stop with a retopology requirement when dedicated reconstruction is safer.
Ship Gate is not READY TO SHIP
Ship Gate evaluates separate production categories. A failed gate means at least one required category still needs attention; it does not mean every category failed.
- Geometry / Topology: inspect mesh health, face budget and topology result.
- UVs: confirm required UV maps, unwrap state and target texel requirements.
- Materials / Textures: check missing images, unsupported nodes, map roles, packing and target limits.
- Appearance: verify the processed result still matches the intended source appearance when topology/UV changes require transfer or baking.
- LODs / Collision: these can be N/A when the selected target/profile does not require them.
Texture or material audit reports unexpected issues
- Confirm image files are still available at their referenced paths.
- Check color-space assignments for data maps versus color textures.
- Review duplicate texture sets and redundant material slots before consolidating them.
- Use the target profile as the reference for maximum texture size and packing expectations.
Modifier or shape-key error during topology-changing processing
Topology-changing modifiers cannot be applied to a mesh while incompatible shape keys are active. Current production workflows protect the source and use disposable processing copies where necessary. If a manual/legacy tool still reaches Blender's raw shape-key restriction, cancel the operation and create a protected source copy before removing shape keys from the processing copy.
Manual Mesh Import / full-remesh operation takes too long
- Do not use a heavy full-remesh method merely because Smart Convert or compilation reported a topology issue.
- High-genus geometry such as ironwork, lattice and filigree can remain difficult even at moderate face counts.
- For very dense sources, prepare a bounded processing copy before an expensive manual solver.
- If the operation is modal and the elapsed-time/status display is still updating, Blender is still processing. Cancel if the selected method is clearly unsuitable.
Geometry or texel density looks wrong
- Check object units and scale first with Unit & Scale Doctor.
- Confirm the selected compiler target/profile before changing budgets manually.
- Do not mix unrelated texel-density targets across one asset set unless that is intentional.
Shading noise after cleanup
- Back off aggressive cleanup thresholds.
- Use Selection Quadify or another scoped/manual operation instead of applying a global pass.
- Re-check normals and appearance after topology changes.
LOD artifacts
- Protect silhouette-critical areas.
- Validate normals and UV stability per LOD.
- Use the target profile's LOD requirements as the starting point rather than generating levels that the destination does not need.
Deform Risk Check returns RED
- RED indicates heuristic deformation risk such as high-valence poles, severely uneven face density or significant non-quad faces in likely rigging zones.
- Use scoped/manual cleanup tools to inspect and correct the flagged areas before rigging.
- Deform Risk is a rule-based signal, not a guarantee. Intentional topology can still be flagged and should be reviewed by the artist.