Tiny Online Tools logoTiny Online ToolssearchSearch tools…grid_viewAll Tools
Homechevron_right3D Toolschevron_right3D Normals & Tangents Editor3D Normals & Tangents Editor

3D Normals & Tangents Editor

Inspect, recompute, flip or remove vertex normals and generate tangents for any 3D model.

upload_file

Click to browse or drag & drop files here

Select a 3D model — GLB, GLTF, OBJ, STL, PLY, FBX, DAE, 3MF or OFF

Accepted: .glb,.gltf,.obj,.stl,.ply,.fbx,.dae,.3mf,.off

OperationInspect onlySmooth normalsFlat normalsFlip normalsGenerate tangentsRemove normalsReports what each mesh currently has, without changing anything.

Similar Tools

3D Mesh Editor

3D Mesh Editor

Merge meshes, separate loose parts, weld vertices and flip faces in any GLB, OBJ, STL or PLY model.

3D Model Editor

3D Model Editor

Edit a 3D scene directly in your browser — no upload, no Blender round-trip.

3D Material Editor

3D Material Editor

Open a GLB or GLTF model and edit every PBR material it contains — free, in your browser, with nothing uploaded.

3D Transform Tool

3D Transform Tool

Move, rotate, scale, centre and ground any 3D model, with the transform baked into the geometry.

PDF Encrypt Tool

PDF Encrypt Tool

Password-protect a PDF with standard RC4-128 encryption. Set user and owner passwords, restrict printing, copying, or modifying — free and private.

Video Metadata Viewer

Video Metadata Viewer

View video duration, resolution, bitrate, and MIME type for any video file. Fully private, runs in your browser.

PDF Crop Tool

PDF Crop Tool

Crop and trim white margins from PDF pages automatically or with manual margin control.

apps

More Tools

Browse our full collection of free online tools.

When a model renders black, this is usually why

Vertex normals tell a renderer which way a surface faces. Without them there is no way to compute lighting, so the surface comes out flat black, uniformly grey, or harshly faceted depending on how forgiving the renderer is.

Missing normals are extremely common. STL files do store face normals but many exporters write them as zero. OBJ files frequently omit them entirely. And plenty of glTF exporters skip them on the assumption that the loader will generate them — which some loaders do and others do not.

The operations

Inspect reports, per mesh, whether normals, tangents and UVs are present and whether the geometry is indexed. Start here.

Smooth normals averages the normals of all faces meeting at each vertex, producing continuous shading across curved surfaces. This is what you want for organic shapes and anything that should look rounded.

Flat normals gives every triangle its own normal, so each face is shaded independently and the facets are visible. Correct for machined parts, low-poly art styles, and anything where the geometry is genuinely faceted. Note that this requires splitting shared vertices, so the vertex count goes up.

Flip normals inverts every normal and reverses triangle winding. This is the fix for a model that appears lit from the inside, or that disappears when backface culling is enabled — usually caused by a mirrored transform somewhere upstream.

Generate tangents computes the tangent vectors that normal mapping requires.

Remove normals strips them entirely, which is occasionally useful when you want a downstream tool to generate its own.

Why your normal map does nothing

This is the single most common lighting complaint, and the answer is almost always tangents.

A normal map stores directions in tangent space — a coordinate frame defined per-vertex by the surface normal and the direction the texture runs across the surface. Without tangent vectors, there is no frame to interpret the map in. Some renderers compute tangents on the fly at load time; others simply ignore the map and light the surface as though it were smooth.

The tool flags any mesh that has a normal map assigned, has UVs, but has no tangent attribute — that combination is a guaranteed problem in at least some renderers, and it is invisible until you look for it.

Tangent generation needs both a UV set and an index buffer. Meshes lacking either are reported as skipped rather than silently ignored.

See the result

The preview offers a normals visualisation mode that colours every surface by its normal direction. Smooth surfaces show continuous colour gradients; flat surfaces show hard-edged colour blocks; flipped normals show inverted colours. It is far quicker to read than trying to judge lighting.

Privacy

Everything runs in your browser. Nothing is uploaded.