UV Texture Generator
Make UV checker textures in the browser, drop them onto a mesh, and catch stretching, seams, flipped shells, and texel-density mismatch while you’re working on the asset. Everything renders in this tab; nothing uploads.
Pick a pattern, choose a power-of-two size, and download the PNG. Turn on cell coordinates when you want review notes like "the face shell is at C4" instead of "somewhere near the top-left." Unlock width and height when you need a non-square sheet.
The Patterns
| Pattern | What it's for |
|---|---|
| Checker - B&W | The classic chess board. Maximum contrast makes stretching, shearing, and texel-density mismatches between shells easier to spot. |
| Checker - coloured | Hue sweeps across U and brightness climbs up V, so every cell is unique. Great for spotting flipped, rotated, or overlapping shells - a mirrored shell reverses the hue ramp. |
| UV gradient | Per-pixel R = U, G = V (V runs bottom-to-top, matching the UV editor). Sample the colour anywhere on the mesh and you can read the UV coordinate straight out of the red and green channels. |
| Greyscale gradient | A smooth diagonal ramp from black at (0,0) to white at (1,1). Useful for checking filtering, banding, and mip behaviour without colour distractions. |
| Random cells | Every cell gets a distinct random colour - a useful way to see which part of the sheet a shell lands on. Hit reroll if two neighbouring cells come out too similar. |
Reading The Coordinates
Cell labels give you a clear reference for a UV review. Columns run from left to right (A, B, C, then AA after Z), and rows run from top to bottom. A note such as “the face shell overlaps the hand at C4” is easier to follow than a rough screen location. The labels have a dark outline to keep them readable.
Labels are drawn white with a dark outline so they stay readable on any pattern. If cells get too small to letter legibly (lots of columns at a low resolution), labels are skipped automatically - drop the column count or raise the resolution.
Why Power-Of-Two?
Power-of-two sizes such as 256, 512 and 1024 fit common engine texture workflows, while block compression uses fixed-size blocks. Non-power-of-two support depends on the engine, platform and texture settings, so check the imported result. Rectangular textures such as 2048×1024 can also work; the grid keeps checker cells square.
Match the checker density to your target texel density: on a 1024 texture with 8 columns each cell is 128px. If cells render larger on one mesh than its neighbour, their texel densities don't match.
Privacy
Your input files and calculations are processed in this browser tab. The tool doesn’t upload them. The site uses Google Analytics for site usage; see how the site works.
