*****THE NEXT GENERATION*********************************** ARCADE SALOON complete scene for Poser & DS ************************************MODELED WITH PRIDE***** 1. DESCRIPTION 2. INSTALLATION 3. DAZ STUDIO COMPATIBILITY (DS users, please read) 4. FILE LIST 5. COPYRIGHT 6. OWNERSHIP STATEMENT ********************** DESCRIPTION ************************* Ah, Arcades Saloon... I don't know how much of my allowance I spent as a kid back in the 80's in such saloon. So, here it is... 80's style... at the peak of popularity. Full scene, including exterior and interior, detailed and modeled for far and close-up renders. In modular form; remove or hide what you don't need in scene and keep your camera's path unobstructed. Two light set included; for daylight and night scenes. Additional stand-alone props, if you want to implement them in other scenery. All in all, over 25 parts of elements to combine, or use pre-setted full scene ********************** INSTALATION ************************* Unpack zip files to Your Poser Runtime folder. Scene is placed in runtime/library/Character/Coflek Gnorg/Arcade ****************** 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\ Arcades_readme.txt license.txt \Runtime\Geometries\Coflek Gnorg\Arcade\ Arcade_SETUP.obj arcade1.obj arcade2.obj arcadescenter.obj arcadesleft.obj arcadesright.obj boothchair.obj candymachine.obj ceiling.obj chair.obj facade.obj leftdoor.obj leftwall.obj outsideleft.obj outsideright.obj rightdoor.obj rightwall.obj sodamachine.obj street.obj table.obj tokenbooth.obj vendingmachines.obj \Runtime\Libraries\Character\Coflek Gnorg\Arcade\ Arcade Building.cr2 Arcade Building.png \Runtime\Libraries\Light\Coflek Gnorg\Arcade\ Day.lt2 Day.png Night.lt2 Night.png \Runtime\Libraries\Props\Coflek Gnorg\Arcade\ Arcade Machine 1.png Arcade Machine 1.pp2 Arcade Machine 2.png Arcade Machine 2.pp2 Booth Chair.png Booth Chair.pp2 Chair.png Chair.pp2 Table.png Table.pp2 Vending Machine 1.png Vending Machine 1.pp2 Vending Machine 2.png Vending Machine 2.pp2 \Runtime\Textures\Coflek Gnorg\Arcade\ cgar_ceiling_ambi.jpg cgar_ceiling_bump.jpg cgar_ceiling_diff.jpg cgar_ceiling_spec.jpg cgar_conframe_bump.jpg cgar_conframe_diff.jpg cgar_conframe_spec.jpg cgar_facadel_bump.jpg cgar_facadel_diff.jpg cgar_facadel_spec.jpg cgar_games_ambi.jpg cgar_games_diff.jpg cgar_grwall_diff.jpg cgar_grwall_spec.jpg cgar_header_bump.jpg cgar_header_diff.jpg cgar_header_spec.jpg cgar_innwall_bump.jpg cgar_innwall_diff.jpg cgar_innwall_spec.jpg cgar_linoleum_bump.jpg cgar_linoleum_diff.jpg cgar_linoleum_spec.jpg cgar_machine1_ambi.jpg cgar_machine1_diff.jpg cgar_machine1_spec.jpg cgar_machine2_ambi.jpg cgar_machine2_diff.jpg cgar_machine2_spec.jpg cgar_neon_ambi.jpg cgar_neon_diff.jpg cgar_neon_spec.jpg cgar_plwall_diff.jpg cgar_vynsigns_diff.jpg cgar_vynsigns_opac.jpg cgar_windows_refl.jpg cgar_wlkwayl_bump.jpg cgar_wlkwayl_diff.jpg cgar_wlkwayl_spec.jpg hdriH.hdr ************************* 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 06.07.2014. Dominik Lenardo