anchor.diff:  
   == Convert 3D Models to .j3o Format
   
  -Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK to do the conversion. 
  +Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK to do the conversion.
   
   .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
   .  In the SDK, right-click the model and choose “Convert to j3o Binary. +
   The paths in the j3o now reference files with an absolute `assets/Textures/…` path.
  -.  Now, move the .j3o into the corresponding `assets/Models/` or `assets/Scenes/` directory. 
  +.  Now, move the .j3o into the corresponding `assets/Models/` or `assets/Scenes/` directory.
   .  Use the AssetManager to load() the .j3o files.
   
   This process ensures that the texture paths are correct, and it also keeps your `assets/Models` folder free from textures. You can reuse your set of textures for many models.
  
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: Install a graphic editor such as Gimp or Photoshop. *Consult the graphic editor's documentation for specific details how to do the following tasks.*
  
  .  Create textures in a graphic editor.
  **  Save all textures to your prepared subfolders in the `assets/Textures` directory.
  
  .  (Optional) If you plan to use JME materials that you set programmatically from the code, create .j3m materials in the SDK.
  **  Save these .j3m files into the `assets/Materials` directory.
  
  
  Storing the textures inside your project directory is necessary for the paths in JME's binary model files (.j3o) to work. Treat the paths of your assets like class names of java classes, they define a specific asset. When you later generate .j3o files, and compile class files, and distribute the application, all paths and files need to be available in their final, absolute form.
  
  
  [IMPORTANT]
  