Troubleshooting (Pro)
Page loads but shows "Not found"
- Confirm the file exists at
docs/pro/<name>.html - Confirm the manifest path matches the filename (hyphens matter)
Density looks wrong
- Check units/scale first (Unit & Scale Doctor)
- Don't mix texel density targets across an asset set
Shading noise after cleanup
- Back off aggressive cleanup thresholds
- Scope operations (Selection Quadify) instead of global passes
LOD artifacts
- Protect silhouette-critical areas
- Validate normals stability per LOD
Mesh Import / QuadWild hangs
- QuadWild in Mesh Import runs as a non-blocking modal — the header shows current stage and elapsed time. If Blender appears to hang, check if the header still updates; a moving time counter means it is still running.
- Meshes with high-genus topology (ironwork, lattice, filigree) cause QuadWild to hang regardless of face count. Use Quadriflow (Reliable) in the Mesh Import tab instead — it auto-falls-back to QuadWild DRAFT if Quadriflow fails.
- For very dense meshes, manually decimate before running Mesh Import.
AI-generated mesh not detected
- Detection thresholds: ≥60% tris with NM≥5 and no seams, or ≥80% tris on meshes ≥200k faces, or NM≥20 with tri%≥50.
- If your mesh doesn't meet these thresholds but is AI-gen, enable Force AI-gen intake in Mesh Import settings.
Shape key error during Mesh Import
- The intake pipeline clears shape keys before modifier apply. If you see a shape key error, it means the
QP_Beforesnapshot was active. The pipeline handles this automatically in v2.6.0+; if you're on an older version, manually remove shape keys before running Mesh Import.
UV Transfer results are poor
- Ensure the source (high-poly) and target (retopo) meshes are in the same world-space position — UV Transfer uses nearest-face projection in world space.
- Multi-material meshes with overlapping UV islands may produce inconsistent results. Inspect and re-relax individual islands in the UV Editor.
Deform Risk Check returns RED
- RED indicates high-valence poles (6+), severely uneven face density, or significant non-quad faces in likely rigging zones.
- Use Local Cleanup (if you have Ultra) or Selection Quadify in Manual Mode to fix the flagged areas before sending to a rigger.
- Note: Deform Risk is a heuristic rule-based check, not ML. It may flag areas on intentional topology (e.g. a 6-pole at a wrist joint). Use judgment before treating all RED flags as errors.