anchor.diff:  ..  Click btn:[OK] when ready.
   .  In the `UV Image Editor`, click the btn:[New]  button.
   ..  Change the name to something like "`monkey_bump`".
  -..  Optionaly, change the `Genrated Type` to "`UV Grid`".
  +..  Optionally, change the `Generated Type` to "`UV Grid`".
   ..  Click btn:[OK] when ready.
   .  From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
   .  With your mouse inside the `3D View`, tab into `Object Mode`.
  -.  Now go into the Render Tab, and bake a normalMap using the same configuration as here:
  -+
  +.  Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
  ++
  +--
   image::jme3/external/4.gif[4.gif,width="300",height=""]
  -+
  +
   IMPORTANT: Remember! The actual preview affects the baking output and mesh export!
  +--
   
   .  Navigate back to the `UV Image Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
   
  -TIP: The asterick kbd:[*] next to the `Image` menu item means the image is has not yet been saved.
  +TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
   
   image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
   
  
positive.code: 
  === NormalMap baking
  
  Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a normalmap from a highpoly version of your model that you can apply to a lowpoly version of the model in your game.
  
  
  == Blender modeling lowPoly & highPoly
  
  .Method one
  If you use the multiresolution modifier you only need one object. Lets look at this example, the Blender object Monkey, with an applied "`Triangulate`" modifier:
  
  image::jme3/external/monkey.png[monkey.png,width="50%",height=""]
  
  
negative.code: 
  == Creating Models
  
  Game-compatible models are models that basically only consist of a mesh and UV-mapped textures, in some cases animations. All other material parameters or effects (like particles, etc.) cannot be expected to be transferred properly and probably would not translate to live rendering very well anyway.
  
  
  === UV Mapped Textures
  