What is Normal map?
A normal map is a texture that tells the renderer which way each point on a surface faces, faking fine detail such as scratches, bolts and carving without adding polygons.
Lighting depends on the direction a surface faces (its normal). A normal map stores a direction per pixel, encoded as RGB colour, which is why normal maps look purple-blue. The renderer uses those directions instead of the flat polygon's, so light catches bumps and grooves that aren't in the geometry.
Why it matters
It's the core trick of real-time 3D. Artists sculpt millions of polygons of detail, then bake it into a normal map on a light mesh. The carved chess king in our library is a clear example: under 4,000 triangles, but the carving reads in full.
Limits
- The silhouette doesn't change. Edges still show the low-poly shape.
- The effect weakens at grazing angles.
- It doesn't 3D print. Printers only see geometry. For real raised detail, use a displacement map.
OpenGL vs DirectX
There are two conventions, which differ in the direction of the green channel. If bumps look like dents, flip the green channel. glTF uses the OpenGL (Y+) convention.
Written with AI assistance and reviewed by the Renderlyst team. Corrections welcome at alishbakhalid766@gmail.com.