anchor.diff:  
   == 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.
  +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.
   
   
   === Blender Modeling LowPoly & HighPoly
  
positive.code: 
  === 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: *  Simple is better for things like walls or floors.
  *  Catmull-Clark is better for objects like spheres.
  
  When using Catmull-Clark with a higher "`subdivide`" value (more than 3), it's good to have the "`Preview`" value above 0 and less than the subdivide level. This is because Catmull-Clark smooths the vertices, so the Normal map is not so precise.
  
  Regardless of the choice, the larger the difference is between "`Render`" and "`Preview`", the deeper the detail is on the Normal map.
  
  *  Here is an example of `Preview 1`, it's more smooth than the original mesh:
  
  