anchor.diff:  .  Remove the Multires modifier from the copied model.
   .  Remove any materials from the copied model.
   .  Remove the armature modifier from the copied model.
  -.  Select the original (Highres) model.
  +.  Select the original (HighPoly) model.
   .  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 kbd:[SHIFT] and select the copied (Lowres) model.
  +.  The "`HighPoly`" and "`LowPoly`" models should be on top of each other now.
  +.  Select the original (HighPoly) model.
  +.  Hold kbd:[SHIFT] and select the copied (LowPoly) model.
   .  In the `Properties` panel, in the `Render` tab:
   ..  Bake Mode: `Normal`
   ..  check:
  
positive.code: .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
  ====
  
  This is what the final outcome of `Normal` map baking should produce for you. A "`Lowpoly`" model that looks like it's a "`Highpoly`" model.
  
  .Final results (Method 2 example)
  image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
  
negative.code: 
  The difference between them is that the green channel is inverted. One would expect that JME supports the OpenGL way, but actually JME supports the DirectX way because it’s what Blender supports and the developers of JME thought it would be easier in the Blender to JME workflow.
  
  Because of this, you need to fix the colors to prepare the normal map for using it with the JME Lighting Material. You should only have to invert the green channel, the red and blue channels should stay unchanged. The curve for the red and blue channels should go from bottom left to top right, the green from top left to bottom right.
  
  To do this, go to the Blender Node Window
  
  