Map Generators

Normal Map Generator for PBR Textures

Create lighting detail from a flat source texture, tune normal strength and format, and keep the result aligned with the rest of the material stack.

Generate Normal Map

Read Normal Map Guide

OpenGL or DirectX formatStrength and detail controlsChannel review before export

Normal maps stay inside the full material story

Generate normal detail alongside albedo, roughness, AO, height, metallic, and emission so the channels do not drift.

  • Albedo map: Generated brick albedo map preview
  • Normal map: Generated brick normal map preview
  • Roughness map: Generated brick roughness map preview
  • AO map: Generated brick ambient occlusion map preview
  • Height map: Generated brick height map preview
  • Emission map: Generated brick emission map preview
  • Metallic map: Generated brick metallic map preview

Flat source to lighting detail

A normal map should describe surface direction, not repaint the texture. Keep the color source and lighting detail separate.

Input - base color to Output - normal direction

Normal tuning panel

Dial the channel for the renderer instead of accepting an overdriven default.

  • Strength: 0.72
  • Micro detail: 0.58
  • Blur cleanup: 0.18
  • Format: OpenGL

Export normal maps with the rest of the material

Normal maps are most useful when the package also carries the channels that explain how the surface should shine, occlude, and elevate.

Check the normal convention expected by the target workflow before final import.

  • normal.png
  • albedo.png
  • roughness.png
  • ao.png
  • height.png
  • export_manifest.json

Step 1: Start from a clean texture

Remove baked lighting and obvious source defects before generating normal detail.

Step 2: Generate the normal map

Use the PBR Map Generator to create directional surface detail from the approved source.

Step 3: Tune strength and format

Choose a sensible normal strength and the correct OpenGL or DirectX convention for the destination workflow.

Step 4: Review in context

Check the normal map with roughness, AO, and height so the material responds coherently under light.

Best-fit use cases

  • Adding brick grooves, scratches, pores, dents, bevels, fabric weave, or stone relief without adding geometry.
  • Preparing PBR materials for real-time engines where surface detail needs to stay lightweight.
  • Replacing rough normal-map guesses with a controlled channel review step.

Normal Map Generator targets

  • Unity: Normal map import
  • Unreal: DirectX recommended
  • Blender: Normal input
  • Godot: Normal texture
  • Three.js: normalMap
  • glTF: normalTexture

Does a normal map change the mesh geometry?

No. A normal map changes how light reacts to a surface. It does not add real geometry or change the mesh silhouette.

Can PLAYTEX generate normal maps from a regular image?

Yes. PLAYTEX can generate a normal map from a source texture, photo, scan, or AI-generated material source.

Should I use OpenGL or DirectX normal format?

Use the convention expected by your destination renderer. Unreal commonly expects DirectX-style normals, while glTF expects OpenGL-style normals.