*****THE NEXT GENERATION*********************************** Fighter Spaceship 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 ************************* Detailed model of Fighter Spaceship. Canopy can be opened or closed and landing gear rised or lowered. Hi resolution textures and shaders will provide great renders Texture templates are included. For all other informations check out promotional imager (rendered in Poser 8 without any postwork) ********************** INSTALATION ************************* Unpack zip files to Your Poser Runtime folder. Props are placed in runtime/library/character/Coflek Gnorg/Fighter Spaceship Model is assembled in Poser 8, so maybe You'll need to tweak some parameters (bump and specular) 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\ FighterSpaceship_readme.txt license.txt ..\Fighter Spaceship Templates\ CGRP_Cockpit.png CGRP_Dashboard.png CGRP_Engine_diff.png CGRP_Fuselage.png CGRP_Wings_diff.png ..\Runtime\Geometries\Coflek Gnorg\Fighter Spaceship\ Fighter.obj ..\Runtime\Libraries\Character\Coflek Gnorg\Fighter Spaceship\ Fighter.cr2 Fighter.png ..\Runtime\Textures\Coflek Gnorg\Fighter Spaceship\ CGRP_Canopy_diff.jpg CGRP_Canopy_spec.jpg CGRP_Cockpit_diff.jpg CGRP_Cockpit_spec.jpg CGRP_Dashboard_ambi.jpg CGRP_Dashboard_diff.jpg CGRP_Dashboard_spec.jpg CGRP_Engine_bump.jpg CGRP_Engine_diff.jpg CGRP_Engine_spec.jpg CGRP_Fuselage_bump.jpg CGRP_Fuselage_diff.jpg CGRP_Fuselage_spec.jpg CGRP_Glow_diff.jpg CGRP_Wings_bump.jpg CGRP_Wings_diff.jpg CGRP_Wings_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 14.08.2013. Dominik Lenardo