This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mesh. This method takes advantage of the fact that there must be a correspondence between the texture coordinates of the low resolution mesh and the ones of the high resolution mesh. The proposed method for normal map generation is a brand-new method, since nowadays this process is being performed through software techniques. Hardware generation greatly reduces time in comparison with present-day solutions. Moreover, it allows for a dynamic modification of the map. There are some restrictions in relation to how texture coordinates must be distributed. However, this approach works perfectly with simplified models where these restrictions are fulfilled. This method makes use of vertex and pixel shaders for the normal map generation.