# data[].attributes.body
Texture mapping in my own words is placing a image onto a 3D or 3-Dimensional object. Texture mapping is important because without it we would not have walls, floors, ceilings, and many other objects in games with designs and colors they would be blank.
The image below is a image I used as a texture.
-Image taken by Connor Oscar

# data[].attributes.body
Normal mapping is used in 3D game design to bring light into bumbs or dents of an object such as the indents between tiles of a floor. Normal maps are useful for textures with bumbs and dents however it can effect the texture with some distortions if you are not careful and precise with the mapping
-Image created by Connor Oscar

# data[].attributes.body
A diffuse map is used to bring out the color of a texture. Diffuse mapping makes the texture look more realistic in game.
The image below is a diffuse map used for a object I created
-Image created by Connor Oscar

# data[].attributes.body
Bump mapping is used in game design to expose the bumps of a texture. Bump maps are needed in order to bring out the bumps in a texture like a brick wall as each brick is a bump. Bump maps make the texture look much better and more realistic. Bump maps however can bring out the bumps of a texture too much creating a flawed and strange looking texture.
-Image created by Connor Oscar

# data[].attributes.body
Specular Maps are used to bring out a textures shininess, normally used on image files with a shinny look. If a object does not need a specular map, (such as a brick wall) it is because the texture does not have a shinny look in the real world, you would not expect to see a shinny brick wall would you.
-Image created by Connor Oscar

# data[].attributes.body
In my game in unreal engine I imported my texture and used it as a wall for my house
-Image created by Connor Oscar