anchor.diff:  
   == Importing the model in the SDK and creating the appropriate material
   
  -Once this is done, export your model with one of the 3D model <<jme3/features#supported-external-file-types,Supported External File Types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
  +Once this is done, export your model with one of the 3D model xref:jme3/features#supported-external-file-types,Supported External File Types] and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
   
   *  Create material for it using the lighting definition.
   *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
  
positive.code: 
  == Further reading
  
  *  <<jme3/advanced/sky#,How to add a Sky to your Scene>>
  *  link:http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313[http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313]
  
negative.code: = Creating assets in Blender3D
  :revnumber: 2.0
  :revdate: 2020/07/15
  
  
  This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore, it explains how you can create various typical game-related assets like "`Normal`" maps of high-poly models and "`Baked Lighting`" maps.
  