anchor.diff:  *  Add a multiresolution modifier:
   **  image:jme3/external/3.1.gif[3.1.gif,width="300",height=""]
   
  -*  There are two types of modifiers: Catmull-Clark and Simple. 
  +*  There are two types of modifiers: Catmull-Clark and Simple.
   **  Simple is better for things like walls or floors.
   **  Catmull-Clark is better for objects like spheres.
   
  
positive.code: *  go into pose mode, clear any pose transformations
  *  the highres and lowres models should be on top of each other now
  *  select the original (highres) model
  *  hold SHIFT and select the copied (lowres) model
  *  in the properties menu go to render
  *  use Bake &gt; Normal
  *  check “[x] Selected to Active
  *  use a reasonably high value for “Margin (4+ pixels at least for 1024x1024 maps)
  *  don't forget to safe the normal map image
  
  
  [NOTE]
  ====
  Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
  ====
  
  
  
  == Fixing the normal colors in Blender
  
  Blender has its own normal colors standard. We need to fix the colors to prepare the normalmap for using it with the JME Lighting Material.
  
  To do this, go to the Blender Node Window
  
  
negative.code: = Creating assets in Blender3D
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :relfileprefix: ../../
  :imagesdir: ../..
  