anchor.diff:  ..  check:
   ** [x] Selected to Active
   ..  Use a reasonably high value for "`Margin`" (4+ pixels at least for 1024x1024 maps).
  -.  Bake and don't forget to save the `Normal` map image.
  +.  Bake and don't forget to save the Normal map image.
   
   [IMPORTANT]
   ====
  
positive.code: ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore, it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
  
  
  == Asset Management
  
negative.code: [TIP]
  .Inverting Tips
  ====
  If you build the engine from source, the master branch link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md#L39[PBR material] has a NormalType parameter that allows one to handle this in the shader instead of having to edit the Normal map.
  
  You can also use the SDK to invert the channel:
  
  