anchor.diff:  
   === UV Maps / Texture Atlas
   
  -
  -image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128,align="right"]
  +[.right]
  +image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,128,128]
   
   
   Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.
  
positive.code: ==== Color Map / Diffuse Map
  
  
  image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_diffuse.jpg[tank_diffuse.jpg,128,128,align="right"]
  
  
  *  A plain image file or a procedural texture that describes an object's visible surface.
  
negative.code: 
  ==== Surface Normal Vectors
  
  [.right]
  image::jme3/300px-surface_normal.png[300px-surface_normal.png,width="",height=""]
  
  A surface normal is a vector that is perpendicular (orthogonal) to a plane. 
  You calculate the Surface Normal by calculating the cross product.
  