Normal map generator

Generate normal maps, see them lit instantly.

Turn a photo, a height detail, or a text prompt into a tangent-space normal map — then preview it lit on your actual model in a real-time WebGPU viewport, not as a flat blue thumbnail.

A battered painted-metal surface showing fine normal-map surface relief catching raking light, made in Mixos

From photo, height, or prompt

Derive a normal map from an image or height detail, or generate one as part of an AI material.

Lit 3D preview

Watch the surface catch light on your mesh in real time, so you can dial in depth before exporting.

Tune the strength

Adjust intensity and pair it with a height map, and it stays in sync with the rest of the material.

Exports with the set

Export a tangent-space normal map alongside base color, roughness, metallic, and height for any engine.

Why Mixos

Normal maps you can actually see while you make them

Most normal map generators show you a flat blue image and leave you guessing how it'll read in 3D. Mixos makes the normal map inside a live PBR viewport: derive it from a photo or height detail, or generate it as part of a material, and watch it catch light on your model as you tune the strength.

Because the normal map lives in a layered material, it isn't a one-shot export. Stack it with a height map for real displacement, mask it onto specific parts, paint additional detail, and keep every channel editable. What you see lit in the viewport is exactly what exports.

The output is a standard tangent-space normal map that imports cleanly into Blender, Unreal, Unity, Godot, and more, exported with the full PBR set up to 4K. It's all browser-based, with nothing to install.

Frequently asked questions

Where do the normal maps come from?

You can derive a normal map from a photo or height detail, or generate one as part of an AI material — then preview and tune it on your model.

Are they tangent-space normal maps?

Yes — Mixos exports standard tangent-space normal maps that import cleanly into Blender, Unreal, Unity, Godot, and other engines.

Can I control the strength?

Yes. Adjust the normal intensity and pair it with a height map, all previewed live in the 3D viewport.

Is it browser-based?

Yes — generate and preview normal maps in a modern browser with WebGPU, with nothing to install.

Open a tab. Start texturing.

No download, no setup, nothing to license. Auto-texture your first model and build real PBR materials in minutes.