anchor.diff:  == Blender modeling lowPoly & highPoly
   
   *  If you use the multiresolution modifier you only need one object. Lets look at this example:
  -**  image:jme3/external/1.gif[1.gif,with="150",height=""]
  +**  image:jme3/external/1.gif[1.gif,width="150",height=""]
   
   *  Add a multiresolution modifier:
  -**  image:jme3/external/3.1.gif[3.1.gif,with="300",height=""]
  +**  image:jme3/external/3.1.gif[3.1.gif,width="300",height=""]
   
   *  There are two types of modifiers: Catmull-Clark and Simple. 
   **  Simple is better for things like walls or floors.
  
positive.code: *  Create the armature bones, don't forget to have one root bone!
  **  Start by placing the cursor at zero
  **  Go to the Add→Armature→Single Bone menu and create the root bone
  ***  image:jme3/external/blender-add-bone.png[blender-add-bone.png,with="",height=""]
  
  **  Select the bone and go to edit mode (press tab)
  **  Select the root bone end and press “E to extrude the bone, then start rigging your model this way
  
negative.code: *  Create material for it using the lighting definition.
  *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
  *  Make sure you check “SeparateTexCoords
  **  image:jme3/advanced/5.jpg[5.jpg,width="600",height=""]
  
  *  It should roughly result in something like that :
  **  image:jme3/advanced/6.jpg[6.jpg,width="600",height=""]
  
  
  The blend file, the ogre xml files and the textures can be found in the download section of the google code repo
  