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UV & Texel Suite

Module: Modeling · Category: UV · Tool ID: UVTexelSuite

A four-tab suite that covers everything you’d want to know about UVs in a project. Layout Checker flags overlapping triangles, missing channels, and stretched UVs. Texel Density measures pixel-per-cm consistency against a configurable target. Channel Manager shows per-mesh channel counts and utilization. UDIM Overview detects UDIM tile usage and coverage gaps.

Screenshot 01 — Hero shot — Suite open on the Texel Density tab with results list and density histogram visible.


  • Lookdev pre-pass — confirming texel density is consistent before spending time on materials
  • Lightmap setup — finding meshes missing UV channel 1 (the typical lightmap channel)
  • UDIM workflow validation — making sure UDIM-authored meshes actually use the tiles you expect
  • Optimization sweep — overlapping or stretched UVs cause visible artifacts that are cheaper to catch in the editor than in QA
  • Don’t use this to fix UVs — it’s a read-only audit; UV fixes happen in your DCC or in the Static Mesh editor’s UV viewer
  • Don’t use it for skeletal mesh UV inspection — the suite focuses on Static Meshes

  1. Open the EQLabs Hub and search for UV (or browse to Modeling → UV)
  2. Click the tool card
  3. Use the tab bar to switch between Layout Checker, Texel Density, Channel Manager, UDIM Overview

Scans static meshes for overlapping triangles, extreme aspect ratios, and missing UV channels.

SectionWhat it does
Content PathFolder to scan recursively. Default /Game.
Overlap ToleranceUV-space distance threshold for flagging overlapping triangles. Default 0.01.
Aspect Ratio ThresholdTriangle edge max/min ratio above which the triangle is flagged as stretched. Default 20.0.
Scan for UV IssuesRuns the audit.
CopyPlain-text dump of visible results.
Results listPer-mesh row with issue description, severity-coded (green / yellow / red).
SeverityMeaning
Green (0)No issues detected
Yellow (1)Soft issue — stretched triangles within tolerance
Red (2)Hard issue — significant overlap, missing channels, OOB UVs

Screenshot 02 — Layout Checker — Layout tab with mixed-severity results visible.


Computes texel density (pixels per centimeter) for each mesh and compares against a target.

SectionWhat it does
Content PathFolder to scan.
Target px/cmTarget texel density in pixels per centimeter.
Texture Size (px)Resolution of the texture you’re authoring against.
Deviation Threshold %How far a mesh can deviate from target before being flagged. Default 30%.
Quick presetsOne-click buttons for common targets: 5.12, 10.24, 20.48 px/cm.
Analyze Texel DensityRuns the analysis.
CopyPlain-text dump.
Density summaryAvg / Min / Max densities + histogram across the result set.
Results listPer-mesh row: density, deviation %, severity.

For each mesh:

Density = TextureSize × √(TotalUVArea / TotalWorldArea)

Compared against Target px/cm. Severity rises as deviation grows: under threshold = good (0), over = warning (1), over = critical (2).

PresetTypical use
5.12 px/cmHero environments at moderate texel budgets
10.24 px/cmStandard target for most game art (default)
20.48 px/cmHigh-end / archviz / FPS first-person assets

Screenshot 03 — Texel Density — Density tab populated, summary block showing histogram, results list sorted by deviation.


Shows per-mesh channel counts and per-channel area utilization. Flags meshes missing the lightmap channel.

SectionWhat it does
Content PathFolder to scan.
Scan UV ChannelsWalks every Static Mesh and reads channel data.
CopyPlain-text dump.
Results listPer-mesh row: channel count, per-channel utilization, flags, severity.
ColumnWhat it shows
MeshAsset name
ChannelsNumber of UV channels
UtilizationPer-channel area coverage (how much of 0..1 UV space is used)
FlagsNotes — e.g., “missing lightmap channel”
SeverityGreen / Yellow / Red

Detects which meshes use UDIM tiles and reports tile-by-tile coverage.

SectionWhat it does
Content PathFolder to scan.
Scan UDIMWalks every Static Mesh and reports UDIM usage.
CopyPlain-text dump.
Results listPer-mesh row: tile count, used tiles (e.g., 1001, 1002, 1011), per-tile coverage, flags, severity.
  • Meshes that touch UDIM tiles but only use a small fraction of any tile (waste)
  • Meshes that span tiles but with severe coverage imbalance (some tiles barely used)
  • Authoring inconsistencies (e.g., gaps in the tile sequence)

Screenshot 04 — UDIM Overview — UDIM tab populated, showing a mesh that uses tiles 1001–1004 with coverage values per tile.


A typical project-wide UV audit walks all four tabs:

Pick /Game/Meshes (or a more specific folder), set Overlap Tolerance and Aspect Threshold, click Scan for UV Issues. Review red entries first; yellow rows are usually edge cases.

Pick the same path. Set the Texture Size to whatever your project’s standard is (commonly 1024 or 2048). Click a preset button to set Target px/cm, then Analyze Texel Density. The histogram tells you how consistent the project is — a tight spread is good, a wide spread means inconsistent authoring.

Quick scan to confirm every mesh has the channels it needs (especially the lightmap channel for any non-Lumen-only project).

Only relevant if your pipeline uses UDIMs. Confirms tiles are being used as authored.


FieldWhat it doesDefault
Content PathFolder to scan/Game
Overlap ToleranceUV distance threshold for overlap detection0.01
Aspect Ratio ThresholdEdge max/min ratio for stretched-triangle flag20.0
FieldWhat it doesDefault
Content PathFolder to scan/Game
Target px/cmTarget texel density10.24
Texture Size (px)Reference texture resolution1024
Deviation Threshold %When to flag drift30
FieldWhat it doesDefault
Content PathFolder to scan/Game

Settings are persisted to [Project]/Saved/EQLabs/Settings/UVTexelSuite.json.


  • In-panel results — four independent lists, one per tab, cleared on each re-scan
  • Clipboard — every tab has a Copy button
  • No mesh edits — the suite is read-only

  • Texel density is meaningless without a target you actually author against — pick a project standard (10.24 is a sane default for most games) and stick to it.
  • The histogram is more useful than any single number — a clean histogram with everything stacked near the target is what you want; a flat or bimodal distribution means you have inconsistent authoring.
  • Lightmap channel is conventionally UV1 — if Channel Manager says a mesh has only one UV channel (Channels: 1) and your project uses static lighting, that’s a problem.
  • UDIM tile numbering is 1001 + (x + y×10)1001 is the bottom-left, 1002 is to the right of it, 1011 is one row up. The tool surfaces the raw tile numbers; this is just for reading.
  • Aspect Ratio Threshold defaults to 20.0 which is generous — drop to 8 or 10 for stricter authoring standards.

  • Mesh Intelligence Dashboard — geometry-side stats (tris, vertices, bounds) — pairs naturally with UV analysis
  • Scan Cleanup & Remesh Utility — when scanned meshes need UVs rebuilt before audit
  • Universal Bake Suite (Art module) — texture baking depends on UV layout being clean

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