anchor.diff:  ==== Specular Map
   
   
  -image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,with="128",height="128",align="right"]
  +image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_specular.jpg[tank_specular.jpg,with="128",height="128",align="right"]
   
   
   *  A Specular Map further improves the realism of an object's surface: It contains extra information about shininess and makes the shape appear more realistically illumated.
  
positive.code: === UV Maps / Texture Atlas
  
  
  image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,with="128",height="128",align="right"]
  
  
  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.
  
negative.code: ===== Normal Map
  
  
  image::https://raw.githubusercontent.com/jMonkeyEngine/jmonkeyengine/master/jme3-testdata/src/main/resources/Models/HoverTank/tank_normals.png[tank_normals.png,with="128",height="128",align="right"]
  
  
  *  A well-done Normal Map makes a shape more detailed – without the need to add costly polygons to the mesh. It contains shading information that makes the object appear smoother and more fine-grained.
  