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Docs/UV checker

Check your UVs in the viewport

New in 1.0.8 A UV map says how a flat texture wraps around a model. To check one in Blender, you make a checker image and wire it into every material, then undo it all. Angelo draws the checker straight in the 3D view, over every mesh, and changes no material at all.

Updated
1 November 2026
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Bake every map · Tension maps

Angelo guideBlender manual

Guide

  1. Getting started

Start

  1. Coming from Blender
  2. Find every feature
  3. Director Mode

The chat

  1. The chat and its modes
  2. Models and AI Providers
  3. Stay in control
  4. Start from a base mesh
  5. Parallel edit

Make

  1. Media Studio
  2. Video generation
  3. Video from your camera
  4. Photo to 3D model
  5. AI Render
  6. Angelo Library
  7. Generative AI and Flows

Render

  1. Rendering on the GPU
  2. Render engines
  3. Render a region
  4. Bake every map

Model and check

  1. Select Through
  2. Tension maps
  3. UV checker

Connect

  1. Game engine link
  2. Web export
  3. Claude Code and Codex
  4. Teams
  5. Your library in other AI apps
  6. Enterprise setup

Reference

  1. Updates and What's New
  2. Keyboard shortcuts
  3. Blender requests

Contents

  1. 01Check an unwrap, step by step
  2. 02The patterns
  3. 03Which meshes and which UV map
  4. 04Where to turn it on
  5. 05What it changes, and what it doesn't
Contents · 5 sections
  1. 01Check an unwrap, step by step
  2. 02The patterns
  3. 03Which meshes and which UV map
  4. 04Where to turn it on
  5. 05What it changes, and what it doesn't

At a glance

  • Four patterns: a color grid, a checker, texel density and UV stretch.
  • Flipped UVs are hatched, and meshes without the UV map are marked, so nothing slips by.
  • Turn it on from the chat bar's + ▸ UV checker (under Check), the top bar in Director, the 3D view's header in Manual mode, or View ▸ Toggle UV Checker.

Where to find it

UV checker
Chat bar + menu ▸ Check ▸ UV checker; Director's top bar; View ▸ Toggle UV Checker.

Or ask the agent in the chat where to find it: it answers from the same list.

01Check an unwrap, step by step#

Director mode with the UV checker on: a monkey head, a sphere and a plane show a colour grid of lettered squares, and a cube without a UV map is hatched in magenta.
Captured in Angelo · a 1.0.8 test build, Director mode
  1. In the chat bar, click + and, under Check, choose UV checker. The checker appears on every visible mesh and the UV checker card opens in the corner.
  2. Pick a Pattern. Start with Grid to see where each part of the texture lands, then try Stretch or Density.
  3. Turn on Mark flipped UVs to hatch faces whose UVs are mirrored.
  4. Keep working: orbit, edit and unwrap with the card open. In Edit Mode, a UV change shows on the model right away.
  5. Turn it off with Show UV checker on the card, or the same button you used to turn it on.

02The patterns#

PatternWhat it shows
GridLettered, colored cells show where each part of the texture lands and which way it faces. The default.
CheckerEven black and white squares show stretching and scale at a glance.
DensityTexel density: how many texture pixels each meter of surface gets, against your target. Blue is a quarter or less, green on target, red four times or more; each color step is twice or half as many.
StretchHow far each face's UVs are from its 3D shape. Blue is none; red is a lot.

For Grid and Checker, Repeats per UV tile (1× to 16×) sets how many times the pattern repeats. For Density, set the Texture size you will paint at (512 to 8K) and your Target texels per meter (128 to 2048). UVs squashed to nothing read as blue in Density and as the most stretched in Stretch.

With UDIM tiles (UVs spread over several numbered image tiles), the pattern repeats in every tile at the same density, so nothing outside the first tile is lost.

03Which meshes and which UV map#

  • Objects: All visible meshes, or only the Selected ones.
  • UV map: Active (editing), the map you are editing; Render, the map used for rendering; or a map by name, chosen from the maps of the visible meshes.
  • A mesh without that UV map, or with no UVs at all, is hatched magenta and dark grey, never left blank. The card says how many visible meshes lack it and names the first ones.
  • With Mark flipped UVs on, faces whose UVs are mirrored are hatched pink. Mirrored UVs are often intentional, so check before you fix them.

04Where to turn it on#

WhereHow
Chat bar+ ▸ UV checker, under Check. Turns it on and opens the card.
Director's top barThe checker button after the menus (pressed while on), and the arrow beside it for the card.
Manual modeThe same two buttons in the 3D view's header, in Solid and Material Preview shading.
View menuView ▸ Toggle UV Checker, or View ▸ UV Checker… for the card.
SearchPress F3 and type UV Checker.

It has no key. Each 3D view has its own checker, and its settings are saved with the view in your file.

05What it changes, and what it doesn't#

  • Nothing in your scene or file changes: no material, image, node or texture is made, assigned or touched.
  • It shows in Solid and Material Preview shading, not in Wireframe, Rendered or X-ray. It shows even with overlays turned off, and Face Orientation draws over it when both are on.
  • Only meshes get it. An object in Sculpt Mode keeps its own shading.
  • The first time you turn it on, the view may draw for a moment without it while it gets ready; your view never stalls. Turned off, it costs nothing.
  • Blender ignores the setting when it opens an Angelo file.

The agent can look at a UV layout with its own checker view to judge an unwrap it made. It never turns your checker on or off, and your checker never colors the views the agent looks at.

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