Vextrude

CARTE NORMALE EN LIGNE

Générateur de Cartes Normales Gratuit — Carte de Hauteur en PBR dans votre Navigateur

Convert any height map, diffuse or bump texture into tangent-space normal, displacement, AO and specular PBR maps. 100% in-browser — no uploads, works offline.

No uploads, browser only Normal · Displacement · AO · Specular PNG · JPG · TIFF export

Click to upload, or drag and drop an image

Supports PNG, JPG, WEBP. Recommended grayscale height maps.

Intensité 2.0
Intensité AO 0.85
Flou 0
Intensité spéculaire 6.0
3D Tiling
Type de carte :
Format de fichier :
Selected: Normal · PNG Waiting for image

APERÇUS

Compare height, normal map, and shaded result.

0 × 0 px

Carte Normale

Normal map preview

Source

Source image

Déplacement

Displacement map

AO

Ambient map

Spéculaire

Specular map

3D Preview

Glisser pour orbiter
3D preview will appear here

Comment ça fonctionne

The tool reads your image as a height field, computes gradients using a Sobel-like filter, and encodes the resulting surface normals into RGB (X→R, Y→G, Z→B) in tangent space.

Use the strength slider to exaggerate or soften details, blur to smooth noisy source images, and invert axes to match engines like Unity, Unreal, or Blender.

Générateur de Cartes Normales en Ligne Gratuit

Turn any height or diffuse texture into game-ready normal, displacement, ambient occlusion and specular maps, directly in your browser.

100% Local

Images never leave your device. All processing happens in your browser for maximum privacy and speed.

Cartes multiples

Generate normal, displacement, ambient occlusion and specular maps from a single source texture.

Prêt pour le moteur

Presets for OpenGL/Unity and DirectX/Unreal Engine. Exported maps work directly in Blender, Godot, Maya and 3ds Max. Live 3D preview to check lighting and tiling.

Comment utiliser le générateur de cartes normales

  1. Télécharger une texture : Drag and drop a height or diffuse image into the drop zone.
  2. Ajuster les détails : Use the strength and blur sliders to control how sharp or soft the surface appears.
  3. Affiner l'éclairage : Tweak AO and specular sliders, or invert axes and switch engine presets to match your target renderer.
  4. Inspecter les aperçus : Compare height, generated maps and the shaded 3D preview to validate the result.
  5. Exporter les cartes : Download the selected map or all maps at once in PNG, JPG or TIFF format.

Qu'est-ce qu'une carte normale ?

A normal map (also called a bump map) stores per-pixel surface directions in RGB channels, letting flat meshes react to light as if they had detailed geometry. When you convert a height map to a normal map, each pixel brightness becomes a surface angle — keeping models lightweight while preserving the illusion of depth and relief.

Game engines like Unity, Unreal Engine and DCC tools such as Blender use tangent-space normal maps extensively for materials, decals and tiling textures. Matching the correct Y-axis convention is critical, which is why this tool includes presets and axis inversion options.

For a deeper walkthrough, including engine presets, 3D preview tips and export best practices, read the full tutorial Générez des Cartes Normales prêtes pour les Jeux dans votre Navigateur.

Questions fréquentes

Le générateur de cartes normales est-il vraiment gratuit ?

Yes. You can use the Vextrude Normal Map Generator for both personal and commercial projects with no account, watermark, or hidden limits.

Mes images quittent-elles mon appareil ?

No. All processing runs entirely in your browser using WebGL. Textures are never uploaded to a remote server, which keeps your assets private.

Quelles cartes puis-je exporter depuis une texture ?

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.

Puis-je l'utiliser comme convertisseur de carte de hauteur en carte normale ?

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.

Quelle est la différence entre les cartes normales OpenGL et 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.

Comment utiliser les cartes normales dans Unity, Unreal Engine et 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.

Quelle est la taille maximale de texture ?

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.

Ça fonctionne sur mobile ?

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.

Quelle est la différence entre une carte normale, une carte de relief et une carte de déplacement ?

A carte de relief is an older grayscale technique that fakes depth by perturbing surface normals at shading time. A carte normale stores the same information in full RGB, giving more accurate lighting at the same performance cost — making it the modern standard. A carte de déplacement actually moves geometry vertices, producing true silhouette detail but requiring more polygons or tessellation.

Puis-je générer un ensemble complet de textures 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.