anchor.diff:  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, 
  +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. 
  +.  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. 
  +.  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.
   
   
  
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]
  