anchor.diff:  .  When satisfied, save the change in the same format as the original image using `menu:File[Save]`.
   ====
   
  -This is what the final outcome of `Normal` map baking should produce for you. A "`Lowpoly`" model that looks like it's a "`Highpoly`" model.
  +This is what the final outcome of `Normal` map baking should produce for you. A "`LowPoly`" model that looks like it's a "`HighPoly`" model.
   
   .Final results (Method 2 example)
   image::jme3/external/monkey_final.gif[monkey_final.gif,width="",height=""]
  
positive.code: 
  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.
  +
  .Normal map invert results (Method 2 example)
  image::jme3/external/monkey_bump_invert.png[monkey_bump_invert.png,width="50%",height=""]
  
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:
  