Normals are not normal maps, but normal maps require normals/tangents which is why you have several variations of blue in a normal map texture which indicates at a texture level what the normal at that point on the texture is which is why you see a bumpy surface in the engine. So Normals indicate whether the object is lit or in shade and the normal maps add surface normal variation to the face to alter the lighting to create the illusion of a bumpy surface.
Normals can be calculated simply by creating a line perpendicular to the face that it is being generated for. This is done by averaging several vertex positions to get the normals angle.
Here's a sample pic of a normal:

Now i mentioned Tangents in there also; these are similar to normals but work at adjacent angles of say 45 degrees to add extra information that can be read by shaders to do more. Binormals are a cross product of the normal and tangent which fills the TBN Matrix(Tangent, Binornal, Normal)
I could probably explain them better with more time, but i think you will get the gist of it. 
One of the Gpu Gems books contain this information in more detail. 
Statistics: Posted by SolarPortal — 19 Nov 2016, 16:57
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