<story><title>Normal 1: what normal maps are and how they work</title><url>https://www.artstation.com/typhen/blog/GMyG/this-is-normal-1-what-normal-maps-are-and-how-they-work</url></story><parent_chain></parent_chain><comment><author>jedimastert</author><text>Subtle (or I guess just more technical) distinction to make: the red, green, and blue components of a particular pixel in a normal maps are the &amp;quot;x&amp;quot;, &amp;quot;y&amp;quot;, and &amp;quot;z&amp;quot; components of the normal vector, where &amp;quot;z&amp;quot; is defined as the tangent to the plane the image is taken from, and x and y are relative to the image.&lt;p&gt;It&amp;#x27;s basically the same thing, but might help if you&amp;#x27;re more familiar with vector&amp;#x2F;matrix math</text></comment>
<story><title>Normal 1: what normal maps are and how they work</title><url>https://www.artstation.com/typhen/blog/GMyG/this-is-normal-1-what-normal-maps-are-and-how-they-work</url></story><parent_chain></parent_chain><comment><author>ehnto</author><text>I&amp;#x27;m an &amp;quot;enterprisey&amp;quot; software developer and have tried a few times to make a game by myself. When it comes to putting software and math to work, I&amp;#x27;ve never been more impressed than with graphics rendering pipelines. It&amp;#x27;s a realm of software I&amp;#x27;m not sure I will ever dive into, just marvel from afar. I &amp;quot;get&amp;quot; a lot of the techniques on a conceptual level, but I&amp;#x27;m not sure I&amp;#x27;ll ever grok the code that pulls it off without spending much more time than I&amp;#x27;m willing to commit to it.</text></comment>