Texturing & materials · Beginner
Normal map
A texture that fakes small bumps and dents without adding geometry
What is a normal map?
A normal map is a texture that tells the renderer which way each point on a surface faces, so light falls on it as if it had bumps, grooves or scratches. The mesh stays flat and light while looking detailed. It is one of the standard maps in a PBR material.
Think of it like this
It is like shading in a pencil drawing: the paper is flat, but the light and dark marks make your eye read depth.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Surface: Giving the shape its color and material: UVs, textures and shaders.
How a normal map works
- 01A detailed high-poly model or a height image holds the real bumps.
- 02That detail is baked into an image whose red, green and blue store the direction each point faces.
- 03The renderer reads the image and bends the lighting on the low-poly mesh to match.
Normal map vs bump map
| Property | Normal map | Bump map |
|---|---|---|
| Stores | Surface direction in three color channels | Height in one grayscale channel |
| Looks like | A purple-blue image | A black-and-white image |
| Lighting | More precise | Simpler and softer |
| Used in | Games and most PBR workflows | Quick or older setups |
Use a normal map for game and real-time assets; a bump map is fine for a fast, subtle effect.
Where a normal map is used
- Stitches, pores and scratches on game characters
- Making a low-poly model look high-detail
- Brick, wood and stone surfaces in environments
Beginner tip
If the bumps look inverted, the green channel is probably flipped. Engines disagree on its direction, so check the import setting before you re-bake.
Terms related to a normal map
- Texturing & materialsBump mapA grayscale texture that fakes fine bumps through shading alone
- Texturing & materialsDisplacement mapA texture that really moves the surface, changing its shape and outline
- Texturing & materialsHeight mapA grayscale image where brightness stands for height
- Texturing & materialsBakingSaving slow detail or lighting into a texture so it never has to be recalculated
- ModelingHigh-polyA dense, detailed model, often sculpted and used as a source for baking
- ModelingLow-polyA model with few faces, built for speed or for a simple faceted look
Normal map FAQ
Updated October 29, 2026 · Browse all 3D terms