Thank you for purchasing the Capital Ship 2 "MARTIN CLASS FLAGSHIP" package from CGbytes.com The Capital Ships assembled parts and stand alone parts will be placed in your figures library under the category: Capital Ships There is (1) pre assembled ship in this folder, it is: Assem Flagship. This figure is a combination of parented parts which are also available in the Capital Ships figures library. You may notice that some of the individual parts are numbered, for example, GUN 1, GUN 3 and so on. Some of the numbers are missing, the reason is that those items are in the other Capital Ship packages. If you purchase the other Capital Ship packs, they will be extrated into the same library folder and the missing numbers will begin to fill in. Once you have all the packages, you will have a full set of individual parts that you can mix and match with each other to create your own fleet ships. General description of parts. (General description descibes parts from "ALL" the Capital Ship packages, some items are not available in the individual packages but will be described here anyway): Bridges: All bridges are an exterior view model only. Bridges have no moving parts. Windows are given an ambient blue material so they will appear to glow in poorly lit or dark scenes. Scale them to proportions of your choice with the parameters dialog box. Conning Structures: Conning structures are exterior view models only. Conning structures have no moving parts. Windows are given an ambient blue material so they will appear to glow in poorly lit or dark scenes. Scale them to proportions of your choice with the parameters dialog box. Connectors: Connectors are additional hull items that you can use to create additional body bulk. They have no moving parts. You can scale them to proportions of your choice. Engines: Engines can be added to bulk up your designs, they have no moving parts. You can scale them to proportions of your choice. Dishes: 2 radar dishes have posable parts, the third has no moving parts. Scale them to proportions of your choice. Telemetry items: These are items such as antennas and sensors. 2 of the telemetry items have moving parts, one is stationary. Platforms: There are 3 platforms, 1 is posable, 2 are not. Use these to place dishes and telemetry items on, or you can use them to bulk up your ship. Rigging items: These are items such as towers and fins. You can use them in combination with the platforms, dishes and telemetry items to create communications arrays. 2 of the Rigging items are stationary, 1 is posable. Scale them to your liking. Guns: Most of the guns have posable barrels and turrets. The barrels and turrets are figures, so each barrel and turret can be posed or hidden. This allows you to have a 1, 2 or 3 barrel figure. Gun Bases: These are mounting devices for the guns (or radar dishes). These are posable items. Windows: All windows are for exterior view only and have no moving parts. Windows are given an ambient blue material so they will appear to glow in poorly lit or dark scenes. Scale them to proportions of your choice with the parameters dialog box. You can place these windows anywhere on your ship to give it a sense of scale. Ships: There are 3 major ship body designs, the carrier, destroyer and flagship. These figures have a top, bottom, right and left side, front and back walls. Each wall can be hidden so you can create an interior scene if you wish. All the ship hulls have posable doors/panels that will allow access to the interior of the ship. Future expansion packs may include pre assemble interiors, but for now, the space is provided should you desire to create your own. The ship 3 or Carrier ship body style has 10 panels on the top surface that can be rotated or moved in any direction. Parenting Parts to create your own ships: You can create your own ship designs by parenting parts to one another. Under the "FIGURES" menu at the top of your screne, use the "change figure parent" button and select the figure you want to parent your currently selected part to. After you have parented the part, move the parent part to make sure they are stuck together. Model Scales: All of the Capital Ship pre-assemblies and indivual parts have been created at 25% of normal size. The purpose for the scaling down was so that you can more easily assemble and work with the models in Poser without having to zoom the camera out so far that it becomes difficult to work with. Since these are space ships and usually rendered in space, having them scaled down won't be much of an issue. However, if you wish to scale them up to full size, you can resize the individual parts with the "scale" dial by a factor of 400%. For the pre assembled ships, click on the main hull and then use the "scale" dial on the BODY (found in the items "properties" dialog box). Scaling up the "body' will scale all the parts in the pre-assembly at the same time. Displacement maps: To create the effect of protruding panels and "greebles" on the hulls and individual parts, I've created a general purpose displacement map and assigned it to the "displacement" node in the material room for each part. Displacement maps work like bump mapping. The only drawback to displacement maps is that they are a "fixed" value on the material. If you scale the model/figure/part up larger, the displacement map becomes "weaker" or more "faint" during a render. If you rescale a one of the items in your scene, be sure to increase the materials displacement value higher or lower by the same amount you scaled your item up. For example: If the item has a displacement value of 0.1, and you scale your model up four times (or 400%), then multiply 0.1 by a factor of four and reset the value at 0.4 Rendering Preferences: I have found that the Firefly rendering engine does not handle displacement maps as efficiently as the Poser 4 rendering engine. I prefer to render with the Poser 4 rendering engine will the "Ignore shader trees" option 'unchecked'. this will allow the Poser 4 render engine to render the displacement maps correctly and still use most of the shader trees for the other items in your scene (should you have any). If you use the firefly engine, be sure to set your firefly preferences to render in the "professional" setting. Lighting: In general, I have 3 lights in my scenes, 2 of them do not cast shadows, the third light does. This will help eliminate some of the shadowing problems that most people run into. You can turn off a lights shadow casting with the lights properties dialog box. The Capital Ship packages are designed to match all my other sci-fi products available at www.CGbytes.com. What I have to offer is a large collection and assortment of consistantly designed elements. This Capital Ship package was created by Davo for use in PARSECS universe and is being distributed/sold by CGbytes.com. PARSECS is a new sci-fi action adventure universe. Thank you again for your purchase, Davo [email removed] Name Type Path Assem Flagship.cr2 CR2 File runtime\libraries\character\Capital Ships\ BRIDGE 2.cr2 CR2 File runtime\libraries\character\Capital Ships\ CONNING 3.cr2 CR2 File runtime\libraries\character\Capital Ships\ DISH 2.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN 1.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN 4.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN 5.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN BASE 1.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN BASE 2.cr2 CR2 File runtime\libraries\character\Capital Ships\ GUN BASE 3.cr2 CR2 File runtime\libraries\character\Capital Ships\ RIGGING 3.cr2 CR2 File runtime\libraries\character\Capital Ships\ SHIP 2.cr2 CR2 File runtime\libraries\character\Capital Ships\ TELEMETRY 1.cr2 CR2 File runtime\libraries\character\Capital Ships\ WINDOW 5.cr2 CR2 File runtime\libraries\character\Capital Ships\ csbridge1-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csbridge1-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csbridge2-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csbridge2-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong3-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong3-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong4-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong4-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong5-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cscong5-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csdishes-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csdishes-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csengs-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csengs-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csgb3-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csgb3-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csguns-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csguns-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp1_ext-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp1_ext-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp1_int-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp3_ext-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp3_ext-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ csp3_int-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cspads-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cspads-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cstelem-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cstelem-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cstowers-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cstowers-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cswdw-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cswdw-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ scconns-bump1.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ scconns-grey.jpg JPEG Image runtime\textures\PowerFusion3d\capitals\ cong3.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ crig3.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csb2.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ cscon3.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csdish2.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csg1.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csg4.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csg5.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csgb1.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csgb2.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csgb3.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ csp1.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ cstel1.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ cswdw5.obj OBJ File runtime\Geometries\PowerFusion3d\capitals\ Assem Flagship.png PNG Image runtime\libraries\character\Capital Ships\ BRIDGE 2.png PNG Image runtime\libraries\character\Capital Ships\ CONNING 3.png PNG Image runtime\libraries\character\Capital Ships\ DISH 2.png PNG Image runtime\libraries\character\Capital Ships\ GUN 1.png PNG Image runtime\libraries\character\Capital Ships\ GUN 4.png PNG Image runtime\libraries\character\Capital Ships\ GUN 5.png PNG Image runtime\libraries\character\Capital Ships\ GUN BASE 1.png PNG Image runtime\libraries\character\Capital Ships\ GUN BASE 2.png PNG Image runtime\libraries\character\Capital Ships\ GUN BASE 3.png PNG Image runtime\libraries\character\Capital Ships\ RIGGING 3.png PNG Image runtime\libraries\character\Capital Ships\ SHIP 2.png PNG Image runtime\libraries\character\Capital Ships\ TELEMETRY 1.png PNG Image runtime\libraries\character\Capital Ships\ WINDOW 5.png PNG Image runtime\libraries\character\Capital Ships\