How to make and use a UV checker map
- 1
Set up the grid
Choose "Grid with labels" or "Checker only", 4 to 64 cells per side, a colour preset, your own two colours or a gradient, and A1 or 0,0 labels.
- 2
Check it in 3D
See the map on a sphere, cube, torus, cylinder or plane, or drop your own GLB, glTF, OBJ or FBX. Turn on "Show model UVs" to see your UV layout over the map.
- 3
Download and apply
Save the PNG at 1K, 2K, 4K or 8K and plug it into the base colour of your material in Blender, Maya, 3ds Max, Unity or Unreal.
What the checker map tells you
| What you see on the model | What it means | What to do |
|---|---|---|
| Cells turn into long rectangles or diamonds | The UVs are stretched or squashed there | Add a seam or relax / unwrap that area again |
| Cells are bigger on one part than another | Uneven texel density: one part gets fewer pixels | Scale the UV islands so the cells match in size |
| Labels read backwards | That UV island is mirrored (flipped) | Flip the island, unless you mirror on purpose to save space |
| Arrows point sideways or down | The island is rotated | Rotate the island so the arrows point up, which matters for wood grain, fabric and text |
| The pattern jumps across an edge | A UV seam | Move the seam somewhere less visible, or line up the cells across it |
Grid with labels or checker only?
A plain checker (alternating squares, no text) is the quickest way to see stretching and texel density, and it stays readable when the cells are small. It is the classic test texture most 3D artists start with.
A labelled grid adds a name to every cell (A1, B2 or 0,0), cell borders, optional fine lines and an arrow pointing up. The labels show you which part of the texture lands where, reveal mirrored islands because the text reads backwards, and the arrows show rotated islands. Use 8 to 16 cells for a first look and 32 or more for small details.
Which size and colours to pick
A checker map is only a test, so 1K or 2K is enough for most models; pick 4K or 8K when you want to judge texel density for a high-resolution texture. 8K needs about 256 MB of canvas memory, so the tool turns it off on phones and small-memory devices and caps them at 4K.
Colourful maps help you find which cell is which: the rainbow gradient gives every column its own hue and every row its own shade. Strong contrast (black and white, graphite) makes stretching easier to see. Pick colours that differ from your model’s lighting so shadows are not mistaken for cells.
Most 3D apps put UV 0,0 at the bottom-left of the texture. If you want A1 to sit at UV 0,0, choose "A1 at the bottom-left".
Next steps for your model
Unwrap UVs online
No UVs yet, or STL only? Make UVs in your browser, check them with a checker and export a GLB.
Got your UVs right? Texture the model with AI
Describe the look and AI paints a full texture onto your model’s UVs.
Image to 3D
Turn a photo or drawing into a textured 3D model to check and texture here.