anchor.diff:  IMPORTANT: Remember! The actual preview affects the baking output and mesh export!
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  -.  Navigate back to the `UV Image Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
  +.  Navigate back to the `UV Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
   
   TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
   
  
positive.code: .  In the `UV Image Editor`, click the btn:[New]  button.
  ..  Change the name to something like "`monkey_bump`".
  ..  Optionally, change the `Generated Type` to "`UV Grid`".
  ..  Click btn:[OK] when ready.
  .  From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
  .  With your mouse inside the `3D View`, tab into `Object Mode`.
  
negative.code: 
  Because of this, you need to fix the colors to prepare the normal map for using it with the JME Lighting Material. You should only have to invert the green channel, the red and blue channels should stay unchanged. The curve for the red and blue channels should go from bottom left to top right, the green from top left to bottom right.
  
  To do this after baking, in the "`UV Editing`" layout, from the "`UV Image Editor`" header select `menu:Image[Invert>Invert Green Channel]`. Don't forget to save the `Normal` map image (monkey_bump_invert for example) after inverting.
  
  //To do this, go to the Blender Node Window
  
  //*  Here is a `Blender Node` example. It fixes the normal colors:
  //+
  //image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
  
  //NOTE: The output file will be saved to a sub-folder that will be created inside the `Base Path` folder you choose for the `File Output` node.
  
  //*  Here are the colors configuration:
  //+
  //image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",height=""]
  
  //NOTE: You only need the one `RGB Curves` node. The three shown here are just for demonstration purposes.
  
  //*  After rendering (kbd:[F12] ), save the file to a destination you want and use it with the JME Lighting Material and the "`LowPoly`" version of the model.
  
  .Normal map invert results (Method 2 example)
  image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
  
  