anchor.diff:  ..  check:
   ** [x] Selected to Active
   ..  Use a reasonably high value for "`Margin`" (4+ pixels at least for 1024x1024 maps).
  -.  Bake and don't forget to save the `Normal` map image.
  +.  Bake and don't forget to save the Normal map image.
   
   [IMPORTANT]
   ====
  
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: 
  === 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=""]
  