anchor.diff:  
   image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
   
  +This second method produces the best results by far:
   
   .Method 2
  -
   .  Uncheck:
   **  [ ] Bake from Multires
   .  Switch to object mode.
  
positive.code: To do this, go to the Blender Node Window
  
  *  Here is Blender Node example. It fixes the normal colors:
  **  image:jme3/external/5.gif[5.gif,width="500",height=""]
  
  
  *  Here is the colors configuration:
  **  image:jme3/external/6.gif[6.gif,width="180",height=""]
  
  //image:jme3/external/7.gif[7.gif,width="180",height=""] //image:jme3/external/8.gif[8.gif,width="180",height=""]
  
  
  //*  Sometimes it will be needed to change R and G scale and add some blur for better effect. Do it like on image below
  //**  image:jme3/external/exception2.gif[exception2.gif,width="",height=""]
  
  *  After rendering, save the file to a destination you want and use it with the JME Lighting Material and the lowpoly version of the model.
  **  image:jme3/external/ready_normal.gif[ready_normal.gif,width="",height=""]
  
  [TIP]
  .Inverting Tips
  
negative.code: .  In the window header, press the btn:[Filters] button and choose `menu:Invert[Green]`.
  .  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.
  
  image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
  
  === LightMap baking
  
  