Free normal map generator
Normal, height, roughness and AO maps

Drop a photo or a texture and get a normal map, a height (displacement) map, a roughness map and an ambient occlusion map, with a lit preview that you can move the light over.

Everything is made on your own computer: the image is never uploaded.

Free, no sign-up. Your image stays on your computer. The maps are made in this browser tab and the image is never uploaded to us or anyone else.

  • Normal maps in OpenGL or DirectX format
  • Make any texture seamless for tiling
  • All maps in one ZIP, up to 2048 px
How it works

How to make a normal map from an image

3 steps, and the image never leaves your computer.

1. Drop an image

Use a photo of a surface, such as brick, stone, wood, fabric or concrete, or a texture you already have. Take the photo straight on, in soft light.

2. Adjust and check

Set the normal strength, smoothing, roughness contrast and AO strength. Move the pointer over the lit preview to see the relief from every side, and switch between the maps.

3. Download the maps

Click Download to save the normal, height, roughness and AO maps in one ZIP, plus the seamless colour texture if you made it seamless.

The maps

What each map is for

4 maps from one image, ready for any PBR material.

Normal map

Stores the direction each point of the surface faces, as red, green and blue. Renderers use it to light small bumps, grooves and grain without extra geometry. Choose OpenGL or DirectX to match your software.

Height map (displacement map)

Black is low and white is high. Use it for displacement, parallax or a bump map. It is the image's brightness, smoothed and stretched to the full range; invert it if dark parts of your surface are the raised ones.

Roughness map

Dark is glossy and white is rough. Made from the inverted brightness of the image, so worn, dark and wet-looking parts come out shinier. Raise the contrast for a stronger difference.

Ambient occlusion (AO) map

Darkens the cracks, joints and hollows where less light reaches, such as mortar joints between bricks. Multiply it over the colour, or plug it into the AO slot of your material.

Using the maps

How to use the maps in Blender, Unreal, Unity and 3ds Max

The one setting that matters is OpenGL or DirectX.

Blender, Unity and Maya: OpenGL

Leave DirectX off. In Blender, set the normal map image to Non-Color and connect it through a Normal Map node. In Unity, set the texture type to Normal map.

Unreal Engine and 3ds Max: DirectX

Tick DirectX before you download. In Unreal, the texture is then imported with Normalmap compression. If the bumps look inverted in any program, switch the setting and download again.

Seamless textures

Tick Make it seamless and the image is blended across its edges so it tiles without visible seams. All the maps are made to tile too, so they line up on a floor or a wall of any size.

Architecture and interiors

Brick, plaster, timber and stone photographed on site become materials that match the real building, for SketchUp, V-Ray, Corona, Enscape, Twinmotion and Lumion scenes.

When the texture is not enough

Need the whole scene rendered?

We model, texture and render products, interiors and buildings for brands, architects and developers.

3D product rendering of a tambour-front storage cabinet shown in black and white finish options side by side on a plain background

3D product rendering

Photoreal studio and lifestyle images of your product, with every material matched to the real one.

See product rendering
Untextured clay model of a terrace of houses with its parking and planting, Finland

3D modeling

Clean, textured 3D models from drawings, photos or a rough mesh.

See 3D modeling
3D exterior rendering of a curved hotel and its forecourt at dusk, Estonia

Architectural visualization

Photoreal images of buildings and interiors for planning, sales and competitions.

See architectural visualization
Normal map FAQ

Questions about making normal maps from an image

Formats, OpenGL or DirectX, seamless textures and what the maps can and cannot do.

Ask us a question
What is a normal map?
An image that stores which way each point of a surface faces, in its red, green and blue channels. A renderer uses it to light fine detail, such as the grain of wood or the joints in a brick wall, on a flat surface without adding geometry.
Should I use OpenGL or DirectX?
It depends on the software. Blender, Unity, Maya and Substance use OpenGL, which is the default here. Unreal Engine and 3ds Max use DirectX, so tick DirectX before downloading. The only difference is the green channel, which is flipped.
What is the difference between a normal, height, bump and displacement map?
A height map stores how high each point is, from black (low) to white (high); used as a bump map it only changes the lighting, and used as a displacement map it moves the geometry. A normal map stores the slope of that height, which lights fine detail more accurately than a bump map.
How accurate are the maps?
The maps are read from the brightness of the image, which works well for bricks, stone, wood, plaster and fabric photographed straight on in soft light. Painted patterns and strong shadows are read as relief too. It is a quick approximation, not a 3D scan or a bake from a high-poly model.
How large can the image be?
Any size opens. Images larger than 2048 pixels on the long side are scaled down to 2048, which keeps the tool fast on a normal laptop. All maps are saved at the same size as the working image.
Is my image uploaded?
No. The maps are made in this browser tab on your own computer, and the image is never sent to us or anyone else. It is free, with no sign-up and no limit.
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Architects, developers & interior designers.

Working for 215 companies since 2013.

125 of 220 clients came back.

More than half of our clients have hired us again.

From texture to finished image

Send us the project and get the renders

Tell us what you need, product images, interiors or a whole building, and we reply with one fixed price and a delivery date within 30 minutes.