*****THE NEXT GENERATION*********************************** Battle Council architecture 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 ************************* Another full architectural solution for your artwork! This time it's Battle Council; oval lookout room with holographic table and chairs... secluded part of large station where battle plans are forged. You can moved/hide parts of the room to place your camera without obstruction. Entrance elevator's door can be open/close. You can move or rearrange furniture. Room is placed in large environmental sphere with space panorama. Included light set matches Sun/planets position, so all you need is to place your characters and camera... and render! ********************** INSTALATION ************************* Unpack zip files to Your Poser Runtime folder. Props are placed in runtime/library/Character/Coflek Gnorg/Battle Council ****************** 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. For Space sphere environment prop: Select sphere's materials (all 6 together) - set diffuse color to white - set diffuse strenght to 0 - set specular strenght to 0 - set ambient strenght to 100 ************************** FILE LIST *************************** \Documentation\ Battle Council_readme.txt license.txt \Runtime\Geometries\Coflek Gnorg\Battle Council\ Battle Council_SETUP.obj WarRoomSpace.obj carpet.obj chair.obj elevatorpod.obj entrance.obj frontwall.obj glass.obj holoimage.obj holotable.obj leftwall.obj rightwall.obj \Runtime\Libraries\Character\Coflek Gnorg\Battle Council\ Battle Council Scene.cr2 Battle Council Scene.png \Runtime\Libraries\Light\Coflek Gnorg\Battle Council\ Battle Council Light.lt2 Battle Council Light.png \Runtime\Textures\Coflek Gnorg\Battle Council\ cgwr_basefloor_bump.jpg cgwr_basefloor_diff.jpg cgwr_basefloor_opac.jpg cgwr_basefloor_spec.jpg cgwr_elevator_ambi.jpg cgwr_elevator_bump.jpg cgwr_elevator_diff.jpg cgwr_elevator_spec.jpg cgwr_furniture_diff.jpg cgwr_furniture_spec.jpg cgwr_lightprobe.hdr cgwr_lookout_bump.jpg cgwr_lookout_diff.jpg cgwr_lookout_spec.jpg cgwr_pillars_bump.jpg cgwr_pillars_diff.jpg cgwr_pillars_spec.jpg cgwr_spaceback.jpg cgwr_spacebottom.jpg cgwr_spacefront.jpg cgwr_spaceleft.jpg cgwr_spaceright.jpg cgwr_spacetop.jpg cgwr_wallc_bump.jpg cgwr_wallc_diff.jpg cgwr_wallc_spec.jpg cgwr_walld_bump.jpg cgwr_walld_diff.jpg cgwr_walld_spec.jpg cgwr_wallw_bump.jpg cgwr_wallw_diff.jpg cgwr_wallw_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 16.08.2014. Dominik Lenardo