Texel Tools

Material Preview

Texture maps are hard to judge flat. A normal map is a sheet of pale blue and a roughness map is a gray smear. Neither tells you much until a light hits it.

This puts your maps on a lit sphere or cube so you can look at the material as a material. Load whichever maps you have, move the light around, and the usual problems show up straight away: normals pointing the wrong way, roughness so flat that everything looks like plastic, AO so strong it reads as dirt.

My normal map looks inside out here.

That is the DirectX and OpenGL green channel difference. Run it through Flip Green and load it again.

Which maps do I have to load?

None in particular. Empty slots fall back to neutral values, so you can preview a normal map on its own.

Related: Flip Green · ORM Packer · Normal Strength