Scriptronaut
QC Checker Documentation Core 1.0
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. Point-collapsed faces are reported separately for manual repair.

Warning Automatic fix: No Settings: Yes Selection: Faces

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. Point-collapsed faces have zero UV area and require manual review even when no positive-area overlap is detected.

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.
Options
Option Value Description
Active UV Map ACTIVE Check only the active UV map on each mesh.
All UV Maps ALL Check every UV map on each mesh.
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 Reuse temporary Edit Mode sessions for active-map checks. Only one private mesh participates in each native scan; no UV offsets or cross-object overlap tests are used.
Batch Size batch_size int 64 Maximum number of distinct meshes in each processing group. Active-map sessions use at most eight copies to bound native context overhead. UV coordinates are never shifted.
Min: 2 · Max: 256