anchor.diff:  
   NOTE: You only need the one `RGB Curves` node. The three shown here are just for demonstration purposes.
   
  -*  After rendering (kbd:[F12] ), save the file to a destination you want and use it with the JME Lighting Material and the "`Lowpoly`" version of the model.
  +*  After rendering (kbd:[F12] ), save the file to a destination you want and use it with the JME Lighting Material and the "`LowPoly`" version of the model.
   +
   .Normal map invert results (Method 2 example)
   image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
  
positive.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 channel should stay unchanged. The curve for the red channel should go from bottom left to top right.
  
  To do this, go to the Blender Node Window
  
  
negative.code: .  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 (HighPoly) model.
  .  Go into pose mode, clear any pose transformations.
  .  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:
  