anchor.diff:  .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
   ====
   
  -This is what the final outcome of `Normal` map baking should produce for you. A "`Lowpoly`" model that looks like it's a "`Highpoly`" model.
  +This is what the final outcome of `Normal` map baking should produce for you. A "`LowPoly`" model that looks like it's a "`HighPoly`" model.
   
   .Final results (Method 2 example)
   image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
  
positive.code: 
  The difference between them is that the green channel is inverted. One would expect that JME supports the OpenGL way, but actually JME supports the DirectX way because it’s what Blender supports and the developers of JME thought it would be easier in the Blender to JME workflow.
  
  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 channel should stay unchanged. The curve for the red channel should go from bottom left to top right.
  
  To do this, go to the Blender Node Window
  
  
negative.code: 
  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=""]
  