Normal Map Converter — OpenGL ↔ DirectX (Flip Green)
The two conventions differ in one thing: the green channel. The conversion is 255 − g, its own inverse, so a converted map converts back to the same bytes.

- Channel PNGsMeasured· numpy
- Normal mapMeasured· numpy
- Packed mask / ORMMeasured· Pillow
- Engine importUNVERIFIED
What it does
- OpenGL ↔ DirectX conversion that changes green and nothing else (checked per channel).
- Which engine expects which convention, with the documentation it rests on (Unreal's −Y is labelled inferred).
- Normal map validation: mean length, worst deviation, lowest blue.
- Height → normal with Sobel, Scharr or Sobel 5×5 and wrap for tiling textures.
How to do it
- Drop the normal map.
- Choose the target convention.
- Check the validation numbers.
- Download the converted map.
Outputs and how each was checked
"Measured" means the downloaded file was opened again outside the page (Pillow, numpy or an independent parser) and the property was measured. Loading these files in a game engine was not tested.
| Target | Files | Check |
|---|---|---|
| Channel PNGs | <name>-r/g/b/a.png (8-bit grey) | Measured numpyByte-identical per channel, including RGB under fully transparent texels. |
| Normal map | PNG · OpenGL (+Y) or DirectX (−Y) | Measured numpyDecoded vectors are unit length (worst deviation 0.0002); OpenGL and DirectX differ in green only. |
| Packed mask / ORM | Unity HDRP mask · URP metallic · ORM (glTF, Godot) | Measured PillowPacked bytes checked: ORM preset over AO 10 / roughness 80 / metallic 220 → (10, 80, 220, 255). |
| Engine import | Unity · Unreal · Godot | UNVERIFIEDNot imported in any engine. |
Evidence
Channel unpack byte-identical on all four channels (max difference 0), 2048 transparent texels keep their RGB; edge bleed changed 448 texels, all with alpha 0, and no alpha byte; OpenGL ↔ DirectX differ exactly in green (255 − g); converted normals decode to unit vectors.
Limits
- Exact channel bytes need PNG; JPEG/WebP are decoded by the browser and marked "not byte-exact".
- Interlaced PNG and 16-bit output are not supported; up to 33.5 million pixels on the exact path.
- A normal map's convention cannot be detected from its pixels, only converted.
- Nothing was imported into Unity, Unreal or Godot: channel orders rest on their documentation and engine source.
Questions
Can it tell which convention my map uses?
No. Both are valid normal maps; the Lab tells you which engine expects which and converts, but never claims to detect it.
Is the conversion lossless?
Yes. Green becomes 255 − g; converting twice gives the original bytes.
Is it free, and do I need an account?
Everything on these pages is free and works without an account. There is no watermark and no export that is held back.
Are my sprites uploaded?
No. The Studio decodes, packs and exports in this browser tab. Projects are autosaved in the browser (IndexedDB) and can be saved as a .nerulio file.
Does it need Aseprite or an engine plugin installed?
No. .aseprite files are read and written in the browser, and each engine bundle carries what that engine needs (for Godot, the import settings and scene; for Unity and the Godot TileSet, a small editor script).