anchor.diff:  .Normal map from Method 2
   image::jme3/external/monkey_bump2.png[monkey_bump2.png,width="50%",height=""]
   
  -== Fixing the normal colors in Blender
  +=== Fixing the normal colors in Blender
   
   There are two "`standards`" for normal maps:
   
  
positive.code: *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
  
  
  === Normal Map baking
  
  Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a `Normal` map from a "`Highpoly`" version of your model that you can apply to a "`Lowpoly`" version of the model in your game.
  
  
  == Blender Modeling LowPoly & HighPoly
  
  .Method one
  If you use the `Multiresolution` modifier you only need one object. Let's look at this example, the Blender object Monkey, with an applied `Triangulate` modifier:
  
negative.code: 
  
  
  === Importing the model in the SDK and creating the appropriate material
  
  Once this is done, export your model with the ogre exporter (or import it directly via the blend importer), and turn it into J3o with the SDK.
  
  