¿El generador de mapas normales es realmente gratuito?
Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.
¿Mis imágenes salen de mi dispositivo?
No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.
¿Qué mapas puedo exportar de una textura?
From a single height or diffuse image you can generate tangent-space normal maps, displacement maps, ambient occlusion maps, and specular maps, then download them as PNG, JPG, or TIFF.
¿Puedo usarlo como conversor de mapa de altura a mapa normal?
Yes. Upload a grayscale height map and the tool computes surface normals using a Sobel-based gradient filter. The brighter a pixel, the higher the surface — producing accurate tangent-space normals directly from your height data.
¿Cuál es la diferencia entre los mapas normales de OpenGL y DirectX?
The only difference is the direction of the green (Y) channel. OpenGL normal maps point Y upward and are used by Unity and Blender. DirectX normal maps invert the Y channel and are the default in Unreal Engine. Use the engine preset buttons to switch instantly, or toggle the Y-invert option manually.
¿Cómo uso los mapas normales en Unity, Unreal Engine y Blender?
In Unity, import the PNG and set the texture type to “Normal Map” in the inspector, then connect it to the Normal Map slot of a Standard or URP Lit material. In Unreal Engine 5, plug the DirectX-format PNG into the Normal pin of a Material. In Blender, add an Image Texture node set to “Non-Color” and connect it to the Normal Map node, then into the BSDF’s Normal input.
¿Cuál es el tamaño máximo de textura?
The tool processes images up to 4096×4096 px. Larger images are scaled down automatically to stay within browser memory limits. For most game and PBR workflows, 1024×1024 or 2048×2048 is optimal.
¿Funciona en dispositivos móviles?
Yes. The tool runs on any modern browser, including mobile Safari and Chrome for Android. For best performance with large textures (2048×2048 and above), a desktop browser is recommended.
¿Cuál es la diferencia entre un mapa normal, bump map y mapa de desplazamiento?
A mapa de relieve is an older grayscale technique that fakes depth by perturbing surface normals at shading time. A mapa normal stores the same information in full RGB, giving more accurate lighting at the same performance cost — making it the modern standard. A mapa de desplazamiento actually moves geometry vertices, producing true silhouette detail but requiring more polygons or tessellation.
¿Puedo generar un conjunto completo de texturas PBR?
In a single export you get four PBR maps: normal, displacement, ambient occlusion (AO) and specular. Together these cover the core slots of a Metallic/Roughness or Specular/Gloss PBR workflow in Unity, Unreal Engine, Blender, Godot and most other real-time renderers.