Tool index
PBR texture map generators| Ambient Occlusion Map Generator | Make an AO map from a height map or texture: crevices and grooves get darker, open surfaces stay white. |
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| Bump Map Generator | Make a grey bump map from a photo or texture, and get the matching normal map from the same settings. |
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| Curvature Map Generator | Make a curvature map from a normal map (or a height map) to drive edge wear, dirt and highlight masks. |
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| Displacement Map Generator | Make a displacement map from an image and see it push real geometry in the 3D preview before you download a 16-bit PNG. |
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| Metallic Map Generator | Make a black-and-white metallic mask from a texture, by brightness or by picking the metal's colour. |
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| PBR Material Viewer | Drop your PBR texture maps and check the material on a sphere, cube or plane with GGX lighting, tiling and displacement. |
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| PBR Texture Generator | Drop a photo and get a full PBR set with a 3D preview: albedo with baked shading evened out, normal, height, AO, roughness, metallic and ORM. |
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| Roughness Map Generator | Make a roughness map from a photo or albedo and set its range, so shiny and dull areas read right in a PBR shader. |
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| Specular Map Generator | Make a specular map for engines and shaders that use the specular/gloss workflow instead of metallic/roughness. |
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Normal map tools| Combine Normal Maps | Blend a detail normal map onto a base normal map and compare the five blend formulas on your own maps. |
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| Height Map to Normal Map | Convert a grey height map from Blender, Substance or a terrain tool into a normal map without losing 16-bit precision. |
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| Image to Normal Map | Turn a photo or texture into a normal map. Uneven lighting is taken out first, so a shadow on one side does not tilt the whole surface. |
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| Normal Map Checker | Check a normal map for vectors that are not unit length, pixels that point into the surface, and a likely green-channel mix-up. |
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| Normal Map Converter: DirectX ↔ OpenGL | Flip the green channel of a normal map to go from DirectX to OpenGL or back, and see which convention your map most likely uses. |
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| Normal Map Generator | Drop a texture or height map and get a normal map with a live 3D preview, in OpenGL or DirectX, as 8 or 16-bit PNG or TGA. |
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| Normal Map Viewer | Open a normal map and see it lit in 3D. Move the light to check that bumps rise and grooves sink. |
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| Sprite Normal Map Generator | Make a normal map for a 2D sprite so it reacts to lights in your engine. Edges are bevelled from the transparency and the alpha is kept. |
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Normalforge makes and checks the textures behind 3D and game materials. Start from a photo, a height map or nothing at all, and most tools show their result in a 3D preview before you download it as 8 or 16-bit PNG or TGA. Normal maps can be written OpenGL style (green up, as glTF, Unity and Godot expect) or DirectX style, and every page explains the maths it uses, from the edge filters behind a normal map to the channel order of an ORM texture. Colour maps are saved as sRGB and all other maps as linear data, the way engines read them.