UV check
UV Overlap
Checks UV maps for overlapping UV faces using Blender's native UV overlap operator. By default, only each mesh's active UV map is checked; scanning every UV map is available as a setting.
Why this check exists
Overlapping coordinates cause different parts of a 3D model to share the same exact space on a 2D texture map. This can be intentional (symmetrical or repeating elements) or a genuine mistake — this check does not distinguish between the two, so every overlap is flagged for review. Unintended overlap can break texture painting, baking, and other texture workflows.
Behavior
| Module |
uv/uv_overlap.py
|
|---|---|
| Included with | Core |
| Severity | Warning |
| Automatic fix | No |
| Fix behavior | This check requires manual review or correction. |
| User settings | Yes |
| Selection support | Faces |
Settings
| Setting | ID | Type | Default | Description |
|---|---|---|---|---|
| UV Maps to Check |
uv_maps_to_check
|
enum | ACTIVE |
Choose whether the overlap check scans only each mesh's active UV map or every
UV map. Active UV Map is faster and recommended for routine QC; All UV Maps performs
a more exhaustive check.
|
| Profile Slow Objects |
profile_slow_objects
|
bool | True |
Print per-object UV overlap execution times to the system console so expensive
meshes can be identified during testing.
|
| Slow Object Threshold |
slow_object_seconds
|
float | 1.0 |
Only objects taking at least this many seconds are listed in the slow-object console
summary.
Min: · Max: 3600.0
|
| Batch Native Overlap |
batch_native_overlap
|
bool | True |
Process multiple mesh objects in one Edit Mode session. Objects are temporarily
offset in UV space so overlaps are tested within each object without creating
cross-object false positives.
|
| Batch Size |
batch_size
|
int | 64 |
Maximum number of mesh objects processed in one native UV-overlap batch. Smaller
values use more mode switches; larger values use fewer mode switches.
Min: 2 · Max: 256
|