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  1. New normal and specular map generator - Mr Normal - polycount

    We've just released a new normal and specular map generator for windows.

  2. NormalMap Generator Online — polycount

    For everyone who needs a NormalMap Generator for Windows, Mac, Linux and whatever...: I have build an online in-browser free normal map generator.

  3. Baked Normal Map VS CrazyBump Normal Map — polycount

    A baked normal map replaces the normals of your lowpoly mesh, on a per-pixel basis. This means the vertex normals (smoothing) of the lowpoly can be much more accurate. A bump/height …

  4. Normal map - polycount

    Nov 27, 2018 · Remember a normal map's per-pixel normals create offsets from the vertex normals. If you want an area in the normal map to be flat, so it creates no offsets from the …

  5. Normal Map Modeling - polycount

    Nov 26, 2025 · Mirroring Normal maps can be mirrored across a model to create symmetrical details, and save UV space, which allows more detail in the normal map since the texture …

  6. Mini Tutorial: Baking seamless normal maps for glTF

    This is bad for normal mapping, because the rounded bevels won't shade correctly in the normal map. The model imports with 120 vertices, but it should only have 32 vertices. 2. When baking …

  7. normal map generator for mac - polycount

    heya, does anyone know if there is a decent normal map maker for the mac? Something like Crazy Bump for pc? thanks! CP

  8. Normal Map Technical Details - polycount

    Dec 4, 2023 · Normal maps can be converted between object space and tangent space, in order to use them with different blending tools and shaders, which require one type or the other. …

  9. Maya + Arnold + AOV (Normal) [SOLVED] — polycount

    Hey, i just wanted to render aout a normal via arnolds build in "aov's" I used the aov "N" (Normal) but somehow i am not able to use it correct...

  10. Unreal Engine makes something weird with my normal map

    Hi, My normal map goes wild on Unreal Engine 4, while on Blender/Marmoset therer's no such thing. The edge looks like this in viewport: