Normal Maps

Surface detail and bump mapping

Normal maps encode per-pixel normal direction to add fine detail without geometry.

How it works

  • Tangent-space maps perturb the shading normal using the mesh’s tangent basis.
  • Object/world-space maps exist but are less portable for animated assets.
  • MikkTSpace is a common tangent standard (used by glTF and many tools).

Interoperability notes

  • Mismatched tangent basis causes seams or shading artifacts—recompute consistently.
  • Normal maps are linear data (do not apply sRGB).
  • Compression may introduce banding; prefer high-quality BC5/ASTC when available.

Formats that support normal maps

Convert 3D