anchor.diff:  
   === Paths
   
  -Make sure to get the paths to the textures (.png, .jpg) and material definitions (.j3md) right. 
  +Make sure to get the paths to the textures (.png, .jpg) and material definitions (.j3md) right.
   
   *  The paths to the built-in .j3md files are relative to jME3's Core Data directory. Just copy the path stated in the <<jme3/advanced/materials_overview#,Material>> table. +
   `Common/MatDefs/Misc/Unshaded.j3md` is resolved to `jme3/src/src/core-data/Common/MatDefs/Misc/Unshaded.j3md`.
  
positive.code: 
  In the <<jme3/advanced/material_definitions#,Material Definitions>> article you learned how to configure <<jme3/advanced/materials_overview#,Materials>>  programmatically in Java code. If you have certain commonly used Materials that never change, you can clean up the amount of Java code that clutters your init method, by moving material settings into .j3m files. Then later in your code, you only need to call one setter instead of several to apply the material.
  
  If you want to colorize simple shapes (one texture all around), then .j3m are the most easily customizable solution. J3m files can contain texture mapped materials, but as usual you have to create the textures in an external editor, especially if you use UV-mapped textures. 
  
  
  == Writing the .j3m File
  
negative.code: = Saving and Loading Materials with .j3m Files
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :keywords: material, texture, file, sdk, wireframe, documentation
  :relfileprefix: ../../
  