anchor.diff:  
   == Use The Assets Folder
   
  -Store your assets in subfolders of your project's `assets` directory. The `assets` directory is the default path where a JME game's <<jme3/advanced/asset_manager#,Asset Manager>> looks for files to load. 
  +Store your assets in subfolders of your project's `assets` directory. The `assets` directory is the default path where a JME game's <<jme3/advanced/asset_manager#,Asset Manager>> looks for files to load.
   
   [source]
   ----
  
positive.code: ====
  
  
  .  Create 3D models in a mesh editor. 
  ..  Create efficient *low-polygon models*. High-polygon models may look pretty in static 3D art contests, but they slow down dynamic games!
  ..  <<jme3/advanced/j3m_material_files#,Create materials>> for your models either in the 3D editor, or in the jME3 SDK. Only use the following material features: *Diffuse Map or Diffuse Color (minimum); plus optionally Normal Map, Glow Map, Specular Map.* +
  Every material feature not listed in the <<jme3/advanced/materials_overview#,Materials Overview>> is unsupported and ignored by JME3's renderer.
  
negative.code: jMonkeyProjects/MyGame/assets/Scenes/    # .j3o
  jMonkeyProjects/MyGame/assets/Shaders/   # .j3f, .vert, .frag
  jMonkeyProjects/MyGame/assets/Sounds/    # .ogg, .wav
  jMonkeyProjects/MyGame/assets/Textures/  # .jpg, .png; also .mesh.xml+.material, .mtl+.obj,
  
  ----
  
  Prepare the `asset` folder structure for your individual project:
  
  .  Agree on a directory structure with the graphic designers.
  .  Create subfolders of `assets` in any way that suits your project (see example above). Stick with one system.
  **  If different assets belong together, create a parallel subdirectory structure for them. +
  Example: For car models, create `Textures/vehicles/car1/`, `Materials/vehicles/car1/`, `Models/vehicles/car1/`, , `Sounds/vehicles/car1/` (etc) directories now.
  
  .  Agree on a file naming and numbering scheme with the graphic designers.
  **  Are some assets used interchangeably? Systematic naming and numbering lets developers easily swap out assets by swapping out parts of the path String.
  **  Decide on naming standards for naming interactive parts (arms/legs) of animated models.
  
  
  