AI Artifact Field Guide

How to spot, name, diagnose and fix the most common flaws in AI-generated images and video.

Field guide10 min readUpdated October 20, 2026

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How to use this guide #

Each artifact has:

  • Looks like: how to recognize it
  • Usual causes: why it happens
  • Prevent: what to do before or during generation
  • Fix: what to do after generation
  • Hide: editorial tricks when a fix isn't possible

General rules:

  • Re-roll is a fix, not a strategy. If a shot fails the same way three times, change the approach (reference image, shorter clip, simpler action, a different model) rather than the seed.
  • Fix at the earliest stage. Repairing a start frame is cheaper than repairing 120 frames of video.
  • Score by impact. A flaw in the hero shot matters more than one in a 12-frame cutaway.

Tool names below are examples current as of October 2026. See Creator Tools for up-to-date options.


Quick reference #

Artifact Category Severity First thing to try
Identity drift Consistency High Character reference or LoRA, plus image-to-video from a locked frame
Wardrobe and prop drift Consistency Medium–High Character sheet references, shorter clips
Style drift Consistency Medium Style reference, a unifying grade
Location drift Consistency Medium Establish with a key frame, use image-to-video
Flicker Temporal Medium Lower denoise, temporal smoothing, deflicker
Morphing and melting Temporal High Simpler action, shorter clip, motion control
Boiling textures Temporal Low–Medium Upscaler with temporal consistency, grain overlay
Hands and fingers Anatomy High in close-up Inpaint the frame, then crop or recompose
Faces and eyes Anatomy High Face detailer, reference image
Teeth and mouths Anatomy Medium Avoid open-mouth close-ups, lip-sync pass
Extra or missing limbs Anatomy High Pose control, inpaint
Physics errors Motion Medium–High Clear cause and effect, cut around the moment
Floaty motion Motion Medium Motion reference, speed ramp, a heavier edit
Camera warping Camera Medium One camera move per shot
Garbled text Detail Medium Composite real text in post
Lighting inconsistency Light Medium State light direction in every prompt, relight
Wrong depth of field Optics Low–Medium Post focus tools, depth map blur
Mouth mush (lip sync) Audio-visual High for dialogue Dedicated lip-sync model, angle choice
Audio artifacts Sound Medium Dialogue repair, re-record or regenerate
Over-smoothing ("AI sheen") Look Low–Medium Grain, halation, texture, lower CFG
Overcooked images Look Medium Lower CFG or guidance, fewer LoRAs
Upscale hallucination Finishing Medium Precise rather than creative upscale mode
Interpolation warping Finishing Medium Lower target fps, interpolate only slow shots
Compression banding Delivery Low–Medium 10-bit masters, dither, higher bitrate

1. Consistency artifacts #

Identity drift #

  • Looks like: a character's face, age, ethnicity, hairline or build changes between shots, or within one shot.
  • Usual causes: relying on text descriptions; long clips; big angle changes; mixing models.
  • Prevent:
    • Build a character sheet (front, three-quarter, profile, expressions).
    • Use character or subject references, or train a character LoRA.
    • Generate a locked key frame, then animate it with image-to-video.
    • Keep clips short.
  • Fix: face detailer or face restoration using the reference; regenerate only the affected frames; inpaint.
  • Hide: cut to a different angle at the drift point, use a reaction shot, or keep the face smaller in frame.

Wardrobe and prop drift #

  • Looks like: a jacket changes color, buttons appear or vanish, a mug becomes a glass, a sword changes length.
  • Usual causes: props and costume not described or referenced in every shot.
  • Prevent: add costume and props to the character sheet; reuse the exact same wording and references; keep a continuity bible.
  • Fix: inpaint or object-replacement tools on the first frame, then regenerate the motion.
  • Hide: frame the prop out, or use an insert shot made separately.

Style drift #

  • Looks like: one shot is painterly and the next photoreal; the film grain or palette changes from shot to shot.
  • Usual causes: different sessions, models or prompts; style words placed at the front of the prompt and overriding everything else.
  • Prevent: a fixed style reference image and style block; one model per sequence where possible.
  • Fix: a unifying color grade, a consistent grain and texture overlay, shot matching.
  • Hide: a motivated transition such as a dream sequence or a new location.

Location drift #

  • Looks like: the room's layout changes between angles, windows move, the city skyline shifts.
  • Usual causes: video models don't keep a persistent 3D memory of the space they generated, so every new angle is a new guess.
  • Prevent:
    • Generate an establishing key frame, then derive other angles from it with multi-reference or camera-angle tools.
    • Draw a simple floor plan.
    • Consider a 3D blockout (Blender, Unreal) or a captured Gaussian splat, and use depth or edge control.
  • Fix: composite a consistent background plate; replace the set by outpainting from the master.
  • Hide: tighter shots with shallow depth of field so less background shows.

2. Temporal artifacts (video) #

Flicker #

  • Looks like: brightness, texture or small details pulse from frame to frame.
  • Usual causes: frame-by-frame image-to-image processing, high denoise in video-to-video, unstable upscaling.
  • Prevent: use native video models rather than per-frame image passes; lower the denoise strength; use temporally aware upscalers.
  • Fix: a deflicker plugin (e.g. in Resolve), temporal noise reduction, frame blending on static areas.
  • Hide: add film grain, which masks low-level flicker.

Morphing and melting #

  • Looks like: objects or bodies change shape without reason; a hand merges into a cup; people blend together when they cross.
  • Usual causes:
    • Complex or overlapping action.
    • Too many subjects.
    • Long clips.
    • Fast motion.
    • Stacked camera moves.
  • Prevent: one clear action per shot; fewer subjects; shorter durations; motion or pose control; avoid characters crossing in front of each other.
  • Fix: trim to the clean frames; regenerate from the last clean frame with first/last-frame conditioning; paint and roto.
  • Hide: cut on action just before the morph; a cutaway; motion blur.

Boiling or crawling textures #

  • Looks like: fabric, foliage, hair, water or skin texture "swims" while the subject is still.
  • Usual causes: detail regenerated every frame without temporal coherence; aggressive creative upscaling.
  • Prevent: generate at the model's native resolution; choose temporally consistent upscalers.
  • Fix: temporal denoise; mask static regions from a held frame; a lighter upscale pass.
  • Hide: grain, slight softening, and shallower depth of field on backgrounds.

3. Anatomy artifacts #

Hands and fingers #

  • Looks like: extra or missing fingers, fused digits, bending in impossible directions.
  • Usual causes: hands are small, varied and often hidden in training data.
  • Prevent: pose control with hand keypoints; simple hand poses; hands holding objects (which constrains them); avoid hand close-ups unless you're prepared to fix them.
  • Fix: inpaint hands on the key frame before animating; hand-specific detailers; roto and paint for video.
  • Hide: pockets, gloves, holding props, framing the hands out, motion blur.

Faces and eyes #

  • Looks like: asymmetric eyes, misaligned pupils, dead stares, skin like wax.
  • Usual causes: faces small in frame; a low-resolution first pass; no reference.
  • Prevent: generate faces large enough in frame; use references; check catchlights (no eye light looks lifeless).
  • Fix: a face detailer pass; eye inpainting; adding catchlights in the composite.
  • Hide: wider shots, profile angles, sunglasses and hats where they suit the story.

Teeth and mouths #

  • Looks like: too many teeth, a single tooth band, smeared lips during speech.
  • Prevent: closed-mouth expressions for stills; a dedicated lip-sync pass for dialogue.
  • Fix: inpaint the mouth region; lip-sync tools (see Mouth mush below).

Extra, missing or merged limbs #

  • Prevent: pose control (OpenPose/DWPose); simpler staging; avoid tangled poses such as hugging, dancing and fighting without control inputs.
  • Fix: inpaint, roto and paint; regenerate with pose guidance.
  • Hide: crop, cutaway, or a faster cut.

4. Motion and physics #

Physics errors #

  • Looks like: liquids pour wrong; objects pass through each other; gravity lags; footsteps slide ("skating").
  • Usual causes: models learn appearance more reliably than physical cause and effect.
  • Prevent: show cause and effect in separate shots (action, then result); keep interactions simple; use real or simulated reference footage with video-to-video.
  • Fix: replace elements with stock or practical footage; composite simulated FX.
  • Hide: cut away at the moment of contact and show the result. Editors used this trick long before AI.

Floaty or weightless motion #

  • Looks like: characters drift, move at a constant speed with no anticipation, or land without impact.
  • Usual causes: no sense of weight or timing; slow-motion bias in many models.
  • Prevent: prompt for speed and force ("quick," "heavy," "stumbles"); use motion transfer from your own acted reference.
  • Fix: speed ramps; trimming frames from the start of moves; adding impact through sound design and camera shake.
  • Diagnose with: the 12 principles of animation (anticipation, follow-through, slow in and slow out).

Camera warping #

  • Looks like: parallax breaks, buildings bend during a move, the background stretches.
  • Usual causes: stacked moves (orbit + push + tilt); extreme focal lengths; long moves.
  • Prevent: one camera move per shot; moderate speed; camera-control features or camera LoRAs.
  • Fix: stabilize; trim to the clean section; replace the background with a stable plate.

5. Detail and optics #

Garbled text and signage #

  • Looks like: nonsense letters, warped logos, text that changes every frame.
  • Prevent: models with strong text rendering for stills; keep text minimal in video prompts.
  • Fix: composite real text in post (motion-tracked if needed). Text-editing nodes can sometimes repair on-screen text.
  • Rights note: make sure no real brand names or logos appear by accident.

Lighting inconsistency #

  • Looks like: key light switches sides between shots; shadows point different ways; skin tones jump.
  • Prevent: state the light direction and source in every prompt for the scene ("warm key from screen-left window, cool rim from behind"); keep a lighting diagram.
  • Fix: relighting tools; normal and depth estimation for 2.5D relighting; grading power windows.

Wrong or missing depth of field #

  • Looks like: everything is sharp when the shot calls for shallow focus, or focus sits on the wrong subject.
  • Fix: post-focus tools (e.g. Resolve's AI CineFocus); blur driven by a depth map; a rack focus made in post.

6. Audio-visual sync and sound #

Mouth mush (lip-sync failure) #

  • Looks like: mouth shapes don't match sounds, especially plosives (P, B, M) and closures; the mouth region blurs; the jaw floats.
  • Prevent:
    • Clean, well-recorded dialogue audio.
    • Front or three-quarter angles.
    • Faces large enough in frame.
    • Avoid fast head turns during lines.
  • Fix: dedicated lip-sync models (LatentSync, MuseTalk and similar); regenerate with native-audio video models; cut to over-the-shoulder or reaction shots for difficult lines.
  • Check: watch the dialogue at 50% speed with sound on.

Audio artifacts #

  • Looks like (sounds like): metallic or robotic voice texture, breaths in odd places, music that changes key or tempo, inconsistent room tone.
  • Fix: dialogue repair tools (de-noise, de-reverb); add consistent room tone; regenerate with a better voice model or re-record; edit music on bar lines.
  • Check: listen once on headphones and once on phone speakers.

7. Look and finishing #

Over-smoothing ("AI sheen") #

  • Looks like: plastic skin, overly clean surfaces, everything evenly lit and perfectly saturated.
  • Fix: film grain; halation; subtle diffusion; lower CFG; prompt for texture and imperfection; a grade with real contrast choices.

Overcooked or oversaturated images #

  • Looks like: crunchy edges, neon colors, extreme contrast, burned highlights.
  • Usual causes: CFG or guidance too high; too many LoRAs or LoRA weights too high.
  • Fix: lower guidance; reduce LoRA strength; regenerate; pull it back in the grade.

Upscale hallucination #

  • Looks like: new details invented by the upscaler (extra wrinkles, changed textures, altered faces).
  • Fix: use precise or restoration upscaling modes for faces and key details, and creative modes only for backgrounds; compare against the original at 100%.

Interpolation warping and the "soap opera effect" #

  • Looks like: rubbery in-between frames on fast motion; video that looks too smooth.
  • Fix: interpolate only slow shots; keep a 24 fps delivery for a filmic feel; don't interpolate across cuts.

Compression banding and blocking #

  • Looks like: stepped gradients in skies and shadows; blocky dark areas after upload.
  • Fix: work and master in 10-bit; add fine grain or dither before export; use adequate bitrate; see the Finishing & Delivery Checklist.

8. Review passes #

Watch your film several times, each time looking for one thing only:

  1. Faces pass: identity, eyes, mouths
  2. Hands and bodies pass: fingers, limbs, poses
  3. Continuity pass: wardrobe, props, screen direction, eyelines, lighting direction
  4. Edges pass: where subjects meet backgrounds, especially in composites
  5. Motion pass: physics, weight, camera warping
  6. Text pass: every sign, screen and label
  7. Sound pass: sync, artifacts, levels
  8. Full-screen pass: watch on the largest screen you have, then on a phone

Log each issue with a timestamp, artifact name and severity (High, Medium, Low). Fix the Highs, decide on the Mediums, and accept the Lows that a normal viewer won't notice.


9. When to keep an artifact #

Not every artifact is a mistake. Surreal or glitch aesthetics can be deliberate. Treat an artifact as a style when it is:

  • Consistent: it appears throughout, not randomly
  • Motivated: it fits the tone, world or theme
  • Disclosed: your breakdown says it was intentional

Judges are asked to check intent before scoring a stylized artifact as a flaw (see the Critique Rubric §4).