anchor.diff:  *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
   
   
  -=== NormalMap baking
  +=== 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.
   
  
positive.code: 
  image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
  
  
  .Method 2
  
  .  Uncheck:
  **  [ ] Bake from Multires
  .  Switch to object mode.
  
negative.code: To do this, go to the Blender Node Window
  
  *  Here is Blender Node example. It fixes the normal colors:
  +
  image::jme3/external/monkey_nodes_invert.png[monkey_nodes_invert.png,width="50%",height=""]
  
  *  Here are the colors configuration:
  +
  image::jme3/external/monkey_node_curve.png[monkey_node_curve.png,width="50%",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/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
  
  [TIP]
  .Inverting Tips
  