This website lets you create normal maps from height maps for free.
All normal map textures you create are your own.
Textures are not saved on the server and all scripts are running on your Browser.
Just drag & drop a heightmap in the specified field and adjust settings.
Afterwards check the preview window and download your own normalmap.
Additionally you can adjust and download displacement and ambient occlusion maps
The preview window shows a 3D-model with several different maps.
Each map can be enabled/disabled and the preview model can be adjusted.
If you have further questions, just give feedback to the mail-adress on the webpage.
Normal Maps are textures that inherit depth information of a surface.
They don't change the structure of the model and have nearly no impact on performance.
Each pixel represents a normal vector and is composed of three colors.
These colors are representing the direction of the normal vector.
They can enhance the optical illusion of depth significantly and
are escpacially useful on flat surfaces, that have several bumps or
As shown on the right, the elevation described by the height map can be converted to a normal map, that can be read from your graphics card inside the shader units.
When aiming for a more drastical illusion in depth, where parts could be occluding the model, you should try displacement maps
These maps really alter polygons but could decrease performance significantly!
This texture contains the distance "height" from "floor".
The brighter the pixel, the further away (more depth).
In this application it doesn't matter if it's inverted,
the most important thing is the difference between the pixels.
Ideal is a texture with pixel dimensions with a power of 2 (2, 4, 8,..., 256, 512 etc.)
Using a height map for example as displacement,
you can easily see the effect on the surface.
An example heightmap (left), bumps going in (top-right)
and bumps going out (bottom-right).
Choose Map-type above,
Right-Click, "Save Image to..." or