UV Checker
The UV Checker tab generates the square checker map you throw at a mesh to see whether its UVs are sane: even cells mean even texel density, letters mean you can say "the seam runs through C4" out loud, and arrows mean you can tell at a glance that an island is mirrored or rotated.
Everything is drawn live in the viewport as you change it, and downloads as a PNG at up to 8K.
Colors
The left panel decides where the cells get their color.
Preset Palettes are the five built-ins:
| Palette | What it's for |
|---|---|
| Normals | The classic blue-teal-cream-orange-pink ramp. The default |
| Rainbow Road | Higher-contrast pastel spread |
| Golden | Warm monochrome — good for spotting stretching without hue noise |
| Gambit | Two-tone dark/light checkerboard |
| RGB | Pure primaries, maximum contrast |
Custom Colors holds the other two sources:
- Current Palette — live from the Palette tool. Change the palette and the checker follows, which is the fastest way to check a blockout palette actually reads at texture scale.
- Custom — one color per column, following the Dimension setting. Set dimension to 8 and you get eight editable swatches.
Grid
| Setting | Range | Default |
|---|---|---|
| Dimension | 2–16 | 6 |
| Corner Radius | 0%–40% of cell size | 0% |
| Background | Any color | #101216 |
The map is always square, so Dimension is cells per side — 6 means 6×6. Corner radius rounds the cells, which leaves the background showing through as a grid of gaps.
Border
| Setting | Range | Default |
|---|---|---|
| Thickness | 0–12 px | 0 |
| Opacity | 0%–100% | 50% |
| Color | Any color | Black |
Thickness is quoted at 1024 px output and scales with the resolution you download at, so a border stays proportionally the same at 1K and at 8K.
Microgrid
The fine subdivision drawn inside each cell — what you actually read texel density from once the map is on a mesh.
| Setting | Range | Default |
|---|---|---|
| Opacity | 0%–100% | 25% |
| Frequency | 2–16 subcells per cell side | 4 |
| Color | Any color | White |
Keep the microgrid faint
It's a measuring tool, not a pattern. At high opacity it competes with the cell colors and you lose the thing the checker is for — seeing where the color blocks distort. Around 25% is enough to read stretching without dominating.
Text
| Setting | Options | Default |
|---|---|---|
| Label type | A0 (letters), 0,0 (coordinates), None | A0 |
| Direction Arrows | On / off | On |
| Size | 10%–60% of cell | 25% |
| Weight | 100–900 | 200 |
| Font | Inter, Rubik, Oswald, JetBrains Mono, System Mono, System Sans | Inter |
| Color | Auto, Wht, Blk | Auto |
| Row Order | A at top, A at bottom | A at top |
Auto picks black or white per cell based on what contrasts with that cell's color, which is what keeps labels readable across a palette that runs from near black to cream.
Row Order exists because UV space and image space disagree about which way is up: Blender's V axis runs bottom-to-top, most image editors count rows top-to-bottom. Set it to whichever matches the tool you'll be reading the map in, so A1 means the same thing in both places.
Direction Arrows show UV orientation. They're the quickest read on a mirrored island — the color and the letter both look right, and only the arrow points the wrong way.
Download
Resolutions are 1K, 2K, 4K and 8K (1024 to 8192 px), default 2K. The download button writes a PNG at the chosen size.
Save a setup you'll reuse with the texture presets below the palette list — it stores the whole configuration under a name, and it's stored per tool, so checker presets and grid presets don't mix.
Share the setup, not the file
The share button copies a link that carries the entire checker configuration. For a team that wants everyone testing against the same map, that's lighter than passing an 8K PNG around — see Export & sharing.
Next
- Grid texture — the other texture generator
- Palette tool — building the palette the checker can draw from