Texel Tools

UV Inspector

A model can look finished and still have UVs that will not bake. Flipped or overlapping islands, non-manifold edges, missing coordinates and colocated vertices all pass unnoticed in a render but ruin a texture bake or a lightmap.

Drop a model to see it in 3D and its UV layout side by side, with the connectivity the mesh actually has after welding split vertices. It reads the file in your browser and never uploads it.

Which formats can I load?

Binary glTF (.glb), glTF (.gltf with embedded buffers) and OBJ. Draco and meshopt compressed meshes are reported rather than misread.

Why does the vertex count drop?

Exporters split vertices at UV and normal seams, so one corner becomes several. The inspector welds colocated vertices first so the connectivity it reports is the real surface, not the file layout.

Related: Edge Padding · Material Preview