Normal Recalculate

Recalculate per-vertex and per-face normals. Flip, smooth, or harden normals for correct lighting in Blender, Unity, Unreal, Godot, and any 3D application.

Drop your mesh file here

browse or drag & drop — OBJ, STL, PLY, FBX, GLTF/GLB

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Frequently Asked Questions

Incorrect normals commonly arise from: Boolean operations (CGAL/Carve often produce mixed normals), Importing from different software (Blender uses 1 unit = 1m, Maya uses 1cm scale differences break normals), Mirror/unapplied transforms (negative scales flip normals), and Manual vertex merging. The result is dark faces, inverted shading, and specular highlights in the wrong direction.
Smooth normals average adjacent face normals, creating a curved blended appearance. Use for organic surfaces, characters, and rounded objects. Hard normals use each face's raw normal direction, creating sharp edges. Use for hard-surface models, mechanical parts, and low-poly art styles. Auto (angle-based) applies smooth shading up to a configurable angle threshold (typically 30-45 degrees), then switches to hard for sharper angles this is the standard approach for most assets.
Yes. Always run a normal recalculation pass before exporting to game engines or sharing files. Unity, Unreal, Godot, and web viewers read normals directly from the mesh file. If normals are broken in the OBJ/FBX/GLTF, they'll render broken in the engine. This tool ensures outward-facing, consistently oriented normals across your entire mesh before export.