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Normal maps for 2D sprites that keep their shape. Most tools read brightness as height, which fails on drawn art. This one solves for a surface that fits the silhouette, then lets you paint in what the picture cannot say. Exports for Unity, Godot, Unreal, and raw OpenGL or DirectX.
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Match strength key:80+65+50+<50Totally Normal Mapper
SteamAbout Totally Normal Mapper
Totally Normal Mapper generates normal maps for pixel art and painted sprites.
Brightness is a poor stand-in for height
Most generators treat brightness as height. Bright means high, dark means low. On a photo of stone, dark really can mean recessed. On a drawing, dark is often just paint. A generator that cannot tell those apart will carve your shading into the mesh and ignore the shape you drew. This tool starts from the silhouette: where the artwork ends, the surface has turned away. From that boundary it builds a surface that fits, and it reads your line work as folds. Then you paint the rest: an arm in front of a body, a flat wall, a fold that is only ink.
What it does
Paint the overlaps the outline gets wrong
An overlapping arm looks like a crease in one surface. A hint is extra information you give the solver: you paint a region, and the solver has to honor it. There are eleven hint layers. After the first pass, hints are most of the work.
Export that matches your engine
Green-up versus green-down is a single bit, and the wrong one makes every bump look like a dent. Choose the engine on export:
A folder at a time
A scenery set is two hundred sprites that have to match. Tune the look on one of them, then hand the same settings to tnmap, the command-line tool Steam installs beside the editor. Edit > Copy batch command gives you the line to paste, or save a preset and point tnmap at it. It writes a normal map for every sprite in the folder, for the same engines, with height, AO and specular maps if you ask for them. Photoshop and Aseprite files bring their hint layers with them: name a layer hint: front, or hide a layer named for its hint. Steam has to be running while it works.
What it is not
It is not a height map painter and not a 3D modeller. It will not turn a sprite into a lit scene on its own. It produces a normal map your engine can use, at the resolution you drew at, and can write height, occlusion and specular from that same solve. Windows. macOS and Linux builds are planned.
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