What is Normal Map for Blender?
Blender reads tangent-space normal maps in the OpenGL convention, where the green channel points up (Y+). This page generates maps in exactly that convention and explains how to wire them into a Principled BSDF so bumps catch light correctly in EEVEE and Cycles.
Common Uses for Normal Map for Blender
- Add surface detail to a low-poly glTF/GLB model exported from Blender
- Use a procedural height composite as the source for a normal map
- Generate tileable normal maps for architectural interiors
The exact Blender node setup
Open the Shading workspace, select your material, and add an Image Texture node (Shift+A, Image Texture). Load your normal map and, in the node's Image settings, set Color Space to Non-Color. Connect its Color output to a Normal Map node's Color input, then connect the Normal Map node's Normal output to the Principled BSDF Normal input. The Normal Map node's Strength field is where you fine-tune intensity without re-baking.
EEVEE vs Cycles normal map behaviour
Both engines light normal maps the same way, but EEVEE is more sensitive to tangent space. If a map looks correct in Cycles but inverted in EEVEE, the mesh likely has flipped tangents or a wrong UV orientation - recalculate normals and check the UV map. For export, remember glTF uses OpenGL convention, so no green flip is needed.