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tool t-06
any dcc
client-side only

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 before they become review notes. Everything renders in this tab; nothing uploads.

How to use

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

PatternWhat it's for
Checker - B&WThe classic chess board. Maximum contrast makes stretching, shearing, and texel-density mismatches between shells instantly obvious.
Checker - coloredHue 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 gradientPer-pixel R = U, G = V (V runs bottom-to-top, matching the UV editor). Sample the color anywhere on the mesh and you can read the UV coordinate straight out of the red and green channels.
Grayscale gradientA smooth diagonal ramp from black at (0,0) to white at (1,1). Useful for checking filtering, banding, and mip behavior without color distractions.
Random cellsEvery cell gets a distinct random color - the fastest way to see which part of the sheet a shell lands on. Hit reroll if two neighboring cells come out too similar.

Reading The Coordinates

With cell coordinates enabled, every cell is stamped spreadsheet-style: columns are letters running left -> right (A, B, C... then AA, AB after Z), rows are numbers running top -> bottom. That gives you an unambiguous way to talk about UV real estate in reviews - "the face shell overlaps the hand at C4" beats "somewhere in the upper-left."

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?

GPUs build mipmaps by halving textures, and block compression works in 4x4 chunks. That's why engines like sizes such as 256, 512, and 1024. Non-power-of-two textures can cost you mips, compression, or both. Non-square is fine, though: 2048x1024 still mips and compresses cleanly. The grid adjusts for aspect ratio, so checker cells stay square.

Tip

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 neighbor, their texel densities don't match.

Privacy

This runs as plain HTML and JavaScript. The texture is drawn on a canvas in this tab, and the PNG download is built locally. Nothing is sent anywhere. View source if you want to check.