*****THE NEXT GENERATION*********************************** BLOODSPORT (for all) for Poser & Daz Studio ************************************MODELED WITH PRIDE***** 1. DESCRIPTION 2. INSTALLATION 3. DAZ STUDIO COMPATIBILITY (DS users, please read) 4. FILE LIST 5. COPYRIGHT 6. OWNERSHIP STATEMENT ********************** DESCRIPTION ************************* "Auntie, two men in dispute!"... My humble homage to Mad Max serial; instead of Thunderdome, I modeled octagonal arena (so it isn't dome, there's no rubber thingies, chainsaw or annoying kids). Arena itself, is assembled from 10 (move/hide) parts: Entrances are on the opposite sides of the arena (doors can be raised and lowered) Fence wall segments Message boards Weapon holders with moveable lock systems In additions, 4 highly detailed melee weapons are included: Fire axe Sledgehammer Machete Baseball Bat (modified) Whole arena is big enough for some serious actions; it's approximately 12 meters (or 40 feet) in diameter. But if you need more space for your camera, just hide obstructing element (or even better, move it along with all attached elements). Whole arena is highly detailed; even barbed wire is actual, unwrapped geometry. But fear not; even with amped up render parameters, it renders quite fast. ********************** INSTALATION ************************* Unpack zip files to Your Poser Runtime folder. Prop is placed in runtime/library/Character/Coflek Gnorg/Bloodsport Model is assembled in Poser 2014, so maybe You'll need to tweak some parameters in other versions, my default is Poser's native units, but even without that You'll get impressive results. ****************** DAZ STUDIO COMPATIBILITY ********************** My models are in Poser format (pz2, pz3, cr2, pp2...). They can be imported in DS with all movable and morphable parts working like in Poser. As You already know, importing Poser's characters and props into DAZ Studio won't import some additional textures and their parameters. To get best render results, You'll have to place some textures manually. This is not big job because I don't use many textures for my models. Since I unified my texture's names You'll have no problem to figure out where what goes: _diff.jpg is diffuse texture, DS will load this one. _spec.jpg is specular texture, used to make some parts of model shinier than others. Just load texture with that extension in 'Glossiness', 'Color' and 'Strenght' slot and set all parameters to 100% (texture will do the rest) _ambi.jpg is for ambient strenght. Although DS import ambient color, You'll have to place texture into 'Strenght' slot and set parameter to 100%. This will reduce ambient light/color on certain part of model (otherwise, it will be spreaded across whole model. _opac.jpg is for opacity, sometime I use semi-transparent surfaces (like dirty window glass or hologram projections), so load this texture into opacity 'Strenght' slot to avoid whole model transparency. Set parameter to 100%. _bump.jpg is for bump/relief effect, surprisingly, this texture will be imported. You just need to set bump 'Strenght' to 100% and Positive to 1-2 (depending on result). _disp.jpg for displacement, simulated 3D effect on flat surfaces. Load texture into displacement 'Strenght' slot and experiment with parameters in 'Maximum' slider (usually 0.10 to 1). _refl.jpg for reflection. This texture, placed in 'Strenght' slot with value 100% determines which part is reflective and how much. ************************** FILE LIST *************************** ..\Documentation\ Bloodsport_readme.txt license.txt ..\Runtime\Geometries\Coflek Gnorg\Bloodsport\ Arena_SETUP.obj baseballbat.obj board_east.obj board_west.obj door_east.obj door_west.obj fence_north.obj fence_south.obj fireaxe.obj gate_east.obj gate_west.obj holdersnorth.obj holderssouth.obj machete.obj sledgehammer.obj ..\Runtime\Libraries\Character\Coflek Gnorg\Bloodsport\ Bloodsport_Arena.cr2 Bloodsport_Arena.png ..\Runtime\Textures\Coflek Gnorg\Bloodsport\ cgbs_rusted_bump.jpg cgbs_rusted_diff.jpg cgbs_rusted_spec.jpg cgbs_sand_bump.jpg cgbs_sand_diff.jpg cgbs_structure_bump.jpg cgbs_structure_diff.jpg cgbs_structure_spec.jpg cgbs_trash_bump.jpg cgbs_trash_diff.jpg cgbs_trash_spec.jpg cgbs_weapons_ambi.jpg cgbs_weapons_bump.jpg cgbs_weapons_diff.jpg cgbs_weapons_spec.jpg ************************* COPYRIGHTS ************************** All output forms of models (still pictures,animations,etc) are free to use in commercial or non-commercial purposes without any limitations. Distributing or selling models in their original state (geometry files), or as part of another models is forbidden. ******************* OWNERSHIP STATEMENT ********************** All of this product's content was created by Dominik Lenardo (coflek-gnorg of renderosity). Copyright 04.03.2014. Dominik Lenardo