Blender colour tints UV's based on Material assignments to the mesh. To 'clear' that, select the mesh Object and then in "
Material" Properties left-click the "
Diffuse" colour sample (will be green). A colour-picker will appear. Left-click the centre of the wheel, or left-click drag each of the "
R", "
G" and "
B" values to "
1.000". This sets the Material colour to 'white'.
With the mesh selected in Edit Mode to expose the UV's, in the
UV/Image Editor click the "
UV's" menu item in the Header, then "
Export UV Layout". This open the File Browser/Export window. Bottom-left are the "
Export UV Layout" options. Change "
Fill Opacity:" to "
0.00". This forces Blender to export just the wireframe. If that image is opened in an image-editor it's then possible to change the background to suit.
Design note: if the UV is not mapped to a placeholder image it defaults to being 1024x1024 when exported (this can be adjusted in the options mentioned above).
Once the Wireframe image is available as an image itself - saved as a PNG or other format - its loaded into Blender and used just like any other image; assigned to a Material, then mapped to a UV.