QUADIFY
By Anvil Interactive Solutions
Services Our Work Shop The Anvil Store ← Home

Troubleshooting (Pro)

Pro 3.0: Start with Asset Compiler for target-aware production preparation. The manual, recipe, QA, UV, LOD and import tools documented elsewhere remain available for cases where you need direct control.

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.