anchor.diff:  .  Uncheck:
   **  [ ] Bake from Multires
   .  Switch to object mode.
  -.  Make a copy of your mesh (kbd:[SHIFT]+kbd:[D])
  +.  Make a copy of your mesh (kbd:[SHIFT]+kbd:[D]).
   .  Remove the Multires modifier from the copied model.
   .  Remove any materials from the copied model.
   .  Remove the armature modifier from the copied model.
  
positive.code: Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
  ====
  
  
  == Fixing the normal colors in Blender
  
  
negative.code: 
  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=""]
  
  image:jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""] image:jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
  
  Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
  
  