Local material workflow
Leather Normal Map Generator
Study leather grain without turning every pore into a crater. Start with a procedural pebble-grain example, then upload your own evenly lit crop and adjust the surface under a moving preview light.
Try the preset and upload a textureInspect under light
Drag the light · Arrow keys for precise movement
Start with a clean grain crop
A useful leather source shows the surface grain with little directional lighting. Crop away seams, zippers, logos and the outline of a bag or shoe unless those features intentionally belong in the material tile. A glossy highlight is a lighting event, not a reliable height measurement, and can become a large artificial bulge during conversion.
Leather texture packs and digital papers are possible artistic sources when their licenses permit derived work. Check whether the image already contains painted shading or a repeating embossed design. The original procedural example in this page is a demonstration of controls, not a scan or proof of the appearance of a particular hide.
Control pore depth before adding contrast
This preset uses strength 1.75, blur radius 1, height contrast 0.8, AO intensity 0.8 and roughness adjustment 1.2. The reduced contrast helps keep dark pores from becoming oversized pits. Change one control at a time and use undo if the surface stops looking plausible under the same preview light.
Inspect a full-size portion of the normal and height maps. Compression blocks, sharpening halos and small dust marks are easy to mistake for grain. A little blur can suppress those artifacts, but too much blur removes the small-scale structure entirely. The useful setting depends on the image and intended viewing distance rather than the name of the material.
Treat stitched and embossed details separately
A stitched border is often better modeled or supplied as a separate mask than repeated across the whole material. The converter does not understand where the seam belongs on a bag. Likewise, an embossed logo in a photograph becomes part of the entire tile unless it is cropped out or deliberately isolated in a separate input.
The default uses clamped edges. If you need a tiling leather panel, inspect the opposite edges for brightness changes and mismatched pores before switching to wrapped sampling or blending. Edge repair can smear pebble shapes; check the repeated output on a flat surface before applying it to a curved object.
Finish the material with your own color and shader
The output ZIP contains four derived PNG maps and is useful as a starting material study. It does not include measured leather reflectance, an albedo scan, a clearcoat model or a guarantee that the roughness is physically accurate. Keep the color texture separate and adjust the renderer’s base color, roughness and any coat settings with a reference photograph.
Compare the material on both a plane and a curved model. A strongly pebbled surface may read well on a small accessory but look exaggerated on furniture. Export the normal convention your shader expects and keep the same source dimensions for every map so pore locations line up when you assemble the material.
What you can download
Upload a PNG, JPEG or WebP up to 24 MB. Local processing reads the pixels in your browser and does not send the image to a server. The four map tabs show normal, height, ambient occlusion and roughness output. Download the selected 8-bit PNG or export all four maps in a ZIP. The free limit is 2048 pixels on the longest side; smaller images are not made more detailed by this conversion.
Pro Local unlocks individual PNGs up to 8K and ZIP or batch sources up to 4K, subject to the browser and archive limits shown in the workbench. The sample is only 384 by 384 pixels, so it remains that size when exported. Choose your own adequately sized source if you need a larger result. Higher resolution does not repair lighting or perspective errors in the source.
A short verification routine before using the pack
First compare the source and height map for false relief caused by color or shadows. Next move the preview light and check the normal direction. Then inspect opposite borders if the material will repeat. Finally open the downloaded PNGs or ZIP, check their dimensions and import a small test material into your renderer. The preview is a shading aid, not a measurement of physical material properties.
If a file cannot be decoded, choose a valid image or reload the procedural sample. Local exports continue to work when account services are temporarily unavailable; paid features require a verified entitlement. A failed local task shows a status message and can be cancelled or retried manually. Avoid running several large exports at once, especially on a phone. Keep the original source and test render so you can compare revisions rather than guessing from memory.