DAYGLO ARMS Desert Eagle Copyright 20th February 2009 ----------------------------------------------- *All of this product's content was created by Dayglo. D.A. forum at http://forums.theforeignmind.com Please leave a feedback if you are satisfied with this product ;) ----------------------------------------------- IMPORTANT!!!: Please ENSURE that you read this ENTIRE text file to facilitate proper usage of the figures/props. By using this item, it will be considered that you are in agreement with the terms of the license. THESE FILES ARE PROTECTED UNDER INTERNATIONAL COPYRIGHT LAWS. YOU MAY USE THESE FILES IN CREATING WORKS FOR BOTH PRIVATE AND COMMERCIAL USE, BUT THEY MAY NOT BE RE-DISTRIBUTED IN ANY FORM WITHOUT WRITTEN CONSENT FROM THE ARTIST. ============================================= Table of Contents: Section 0 - Introduction Section 1 - Files Section 2 - Needed files/programs/resources Section 3 - Installation Section 4 - Usage Section 5 - Notes ============================================= Section 0: { Hi, After tackling the complexity of the revision 4 M4, I thought I would work on a hand gun next. The Desert Eagle seems to have become quite popular in recent years, being featured in numerous games and movies. I have also received some requests for the D.E. As such, I thought it would be fitting to recreate it in 3D. I started out planning for just the black and chrome versions but I ended up adding several other color schemes as well. I felt it would be a big mistake if I were to omit a golden Desert Eagle especially :) I hope you enjoy it and thanks for your continued support! Regards, Dayglo --- Section 1: { Total number of files: 44 Files included: License.txt (read this first!) Readme.txt (what you are reading now) == Obj files(1) == DEagleF.OBJ =============== == Figure files(18) == DE_Black.cr2 DE_Black.png(.rsr for Poser 4 zip) DE_BlkGA.cr2 DE_BlkGA.png(.rsr for Poser 4 zip) DE_BrNickel.cr2 DE_BrNickel.png(.rsr for Poser 4 zip) DE_Chrome.cr2 DE_Chrome.png(.rsr for Poser 4 zip) DE_Gold.cr2 DE_Gold.png(.rsr for Poser 4 zip) DE_NickelGA.cr2 DE_NickelGA.png(.rsr for Poser 4 zip) DE_Plain.cr2 DE_Plain.png(.rsr for Poser 4 zip) DE_TCN.cr2 DE_TCN.png(.rsr for Poser 4 zip) DE_TGold.cr2 DE_TGold.png(.rsr for Poser 4 zip) ================== == Bump mapping files(4 or 2) == deserteagle_bumpP4.bum (For Poser 4) deserteagle_bumpv1.png (For Poser 5 and above) flashlight4de_bump3.bum (For Poser 4) flashlight4de_bump3.jpg (For Poser 5 and above) ======================== == Texture files(15) == deserteagle_chrome.jpg deserteagle_gold.jpg deserteagle_tcn.jpg deserteagle_tgold.jpg fLight_base.jpg de_ref_map.jpg de_ref_map_bright_nickel.jpg de_ref_map_gold.jpg de_ref_map_tcn.jpg de_ref_map_tgold.jpg de_ref_mapt1.jpg deserteagle_base.jpg deserteagle_base_L1.jpg deserteagle_bright_nickel.jpg 50ae_diffuse.jpg =================== == Prop Files(4) == FLight.pp2 (or FLightDE.pp2 for Poser 4) FLight.rsr (or FLightDE.rsr for Poser 4) 50AE.pp2 50AE.rsr ================ } Section 2: { ----------------------------------------------- Needed Files/Programs/Resources: Programs: Poser 4 - Use the zip file for poser 4 OR Poser 5 or above - Use the other zip file ----------------------------------------------- } Section 3: { Installation: ZIP PATHS START FROM "Runtime". Just unzip all the files in the zip archive, fire up your poser and you are ready to go. The M4 figures will appear under Figures>Dayglo_M4MWS in the Poser library. ----------------------------------------------- Folder names and locations that will be affected: OBJ and TXT files will go to *\Runtime\Geometries\Dayglo_DEagle (For Poser 5 and above)Figure files will go to *\Runtime\Libraries\character\Dayglo_DE (For Poser 4)Figure files will go to *\Runtime\Libraries\character\Dayglo_DEagle_for_P4 Texture/Bump/Reflection files will go to *\Runtime\Textures\Dayglo\deagle Prop files will go to *\Runtime\Libraries\Props\Dayglo (where * is the directory your "Runtime" is in) ----------------------------------------------- - What you should get when you first load any of the figures into the scene. : A poseable Desert Eagle figure with all its textures and bumpmaps already applied. ----------------------------------------------- } Section 4: { Usage: *For Poser 5 and above, using FireFly rendering, please remember to set minimum shading rate of at least .10 to .20, pixel sample rate of 4 and max texture size of 2400 to ensure the small details are rendered. (Note: As you read the following, some of the comments might appear vague to you. This should be cleared up over time once you have started experimenting with the figures. When the word "removed" is used, it means setting the properties of that bodypart to invisible.) 9 figures and 1 prop will be available after installation. Note that all figures load with the same number of parts. Their different configurations were done by setting the relevant bodyparts invisible. This means that with any configuration you have in mind, you can start with any of the 9 figures and still end up with what you wanted. It just makes things easier to start with the figure that is closest to your target configuration. The gist of it: - 1. DE_Plain - Black D.E. - 1. DE_Black - Black D.E. with scope and flashlight - 1. DE_BlackGA - Black D.E. with gold appointments, ergo-grip, scope and flashlight - 1. DE_BrNickel - Bright Nickel D.E. with ergo-grip, scope and flashlight - 1. DE_NickelGA - Bright Nickel D.E. with gold appointments, ergo-grip, scope and flashlight - 1. DE_Chrome - Chrome D.E. with ergo-grip, scope and flashlight - 1. DE_Gold - Gold D.E. with ergo-grip and flashlight (Scope is there, just invisible) - 1. DE_TGold - Titanium Gold D.E. with scope and flashlight - 1. DE_TCN - Titanium Carbon Nitride D.E. with ergo-grip, scope and flashlight ----------------------------------------------- !Important - Weapon BODYPART breakdown: deLowerFrame - Base frame of the pistol. (Parent) deMag - Magazine with ammo. deHammer - Articulated. deGrip - No recommended options.(Either set visible/invisible.) deErgoGrip - No recommended options.(Either set visible/invisible.) deBarrelLock - Articulated. deBarrel - No recommended options.(Either set visible/invisible.) de_BarrelCatch - Articulated slideCatch - Articulated. Can be engaged when slide is fully rearwards. deTrigger - Articulated deSlide - Articulated ae50Cart - Chambered .50 Action Express cartridge. deSafety - Articulated scope_Ring - No recommended options.(Either set visible/invisible.) scopeFrame - No recommended options.(Either set visible/invisible.) ----------------------------------------------- MATERIAL Group Breakdown: tinyparts1 - contains most of the small parts of the D.Eagle. deBaseFrame - material for the lower half of the D.E. 50AECart - material for the .50AE bullets. Both in the chamber as well as the magazine. magazine - material for the magazine gripOrig - material for the original pistol grip gripErgo - material for the ergonomic pistol grip barrel - material for the barrel slide - material for the slide scopeMount - material for the scope ring mounts scopeFrame - material for the scope itself scopeLens - material for the lens of the scope ----------------------------------------------- Texture usage: The following is a general list of the texture assignments for the Desert Eagle. I have done some mix and match with the textures to achieve certain combinations. For example, to achieve a bright nickel D.E. with golden appointments: - I will set the materials of "barrel", "slide" and "deBaseFrame" to use the bright nickel color map and the bright nickel reflection map. - Then set the material for "tinyparts1" to the gold color map and gold reflection map Feel free to Experiment with various combinations to achieve different effects. e.g. Use a Gold color map with a Titanium Carbon Nitride reflection map. You can also try mixing different colors for the individual parts e.g. Gold Eagle with Chrome scope etc... The pistol grips and flashlight have been left black, but you can change them using the textures if you so desire :) Diffuse/Color Maps: - 1. deserteagle_base.jpg - Standard black texture for the Desert Eagle - 2. deserteagle_base_L1.jpg - Similar to above but slightly brighter, for use in darker scenes if necessary - 3. deserteagle_bright_nickel.jpg - Used for figure "DE_BrNickel" - 4. deserteagle_chrome.jpg - Used for figure "DE_Chrome" - 5. deserteagle_gold.jpg - Used for figure "DE_Gold" - 6. deserteagle_tcn.jpg - Used for figure "DE_TCN" (TCN: Titanium carbon nitride) - 7. deserteagle_tgold.jpg - Used for figure "DE_TGold" (TGold: Titanium Gold) - 8. fLight_base.jpg - Used for flashlight prop (FLightDE) - 9. 50ae_diffuse.jpg - texture for bullet prop Reflections maps: - 9. de_ref_map.jpg - Reflection map for DE_Chrome - 14. de_ref_mapt1.jpg - Reflection map used on scope for certain figures - 10. de_ref_map_bright_nickel.jpg - Used for figure "DE_BrNickel" - 11. de_ref_map_gold.jpg - Used for figure "DE_Gold" - 12. de_ref_map_tcn.jpg - Used for figure "DE_TCN" (TCN: Titanium carbon nitride) - 13. de_ref_map_tgold.jpg - Used for figure "DE_TGold" (TGold: Titanium Gold) Bump maps: - 15. flashlight4de_bump3.bum - Bump map for flashlight. Only used in Poser 4. - 16. flashlight4de_bump3.jpg - Bump map for flashlight used for Poser 5 and above. - 17. deserteagle_bumpv1.png - Bump map for pistol. Used for Poser 5 and above. - 18. deserteagle_bumpP4.bum - Only used in Poser 4. ----------------------------------------------- } Section 5: { MISC NOTES: (Information that does not fit elsewhere but still important nonetheless) The scale of this Desert Eagle model and the included props are only a rough estimate. It is possible that a resize is needed to match your character properly. THIS DESERT EAGLE COMES UNCONFORMED/UNPARENTED TO ANY FIGURE. You have to manually parent the pistol. In order to do so, select "body" of Desert Eagle figure, go to "Figure" and set parent to the target figure's desired limb. (e.g. right hand). After this is done, the weapon will follow the limb's movement. When moving articulated parts and the dials would not budge in one direction, try to spin it the other way. I cannot over emphasize how important lighting can be in affecting the outcome of a render. With proper lighting, the details of the geometry and textures will be revealed. To enhance the look of the .50AE bullet(both in figure as well as the prop), consider adding reflection maps to it. Please email me if you have any queries on these matters. ----------------------------------------------- Thank you for your time and purchase. - Dayglo