anchor.diff:  ..  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`.
  -.  Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
  +.  Now go into the `Render` tab, and bake a `Normal` map using the same configuration as here:
   +
   --
   image::jme3/external/4.gif[4.gif,width="300",height=""]
  
positive.code: .  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
  
  
negative.code: 
  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.
  +
  image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
  
  