Normal map tools
Everything for tangent-space normal maps in one place: make one from a photo, a texture or a 16-bit height map, switch it between DirectX and OpenGL by flipping the green channel, blend a detail map onto a base with reoriented normal mapping, check every pixel for broken vectors, light it in 3D, or give a 2D sprite a normal map for dynamic lights. Every tool reads 8 and 16-bit PNG, TGA and EXR (EXR values clipped to 0 to 1), and every result can be checked on a lit 3D shape before you download it.
Tools in this group
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Normal Map Viewer | Open a normal map and see it lit in 3D. Move the light to check that bumps rise and grooves sink. |
| 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. |