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  -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.
  +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.
   
   
   == Asset Management
  
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  === UV Mapped Textures
  
  To successfully import a texture, the texture *has to* be UV-mapped to the model. Heres how to assign diffuse, normal and specular maps:
  
  image::jme3/external/blender-material-4.png[blender-material-4.png,width="",height=""]
  image::jme3/external/blender-material-3.png[blender-material-3.png,width="",height=""]
  
negative.code: [TIP]
  .Inverting Tips
  ====
  If you build the engine from source, the master branch link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md#L39[PBR material] has a NormalType parameter that allows one to handle this in the shader instead of having to edit the Normal map.
  
  You can also use the SDK to invert the channel:
  
  