A neat scene, from one of dukeblooders / arletis007''s L4D2 recreated RE2 game maps, ported to OBJ as an SCG freebie by Richard Mandel. IMHO, this would be a good model to experiment with.
This imported at a slightly different scale, I reckoned ~35% rather than usual 30% which looked ''small''. Texture naming was a different series to previous RE2s, but the simple scene only had a dozen.
The ~180 kB OBJ is very modular. As usual, I used eg Wordpad to edit the first MTLLIB call from deep, deep in artist''s D: to just the file name. Poser will look no further.
There were two obvious types of luminaire, the pair of pendant panels and the end-wall''s up-lighter, each with a texture for entire fitting. Based on other types, I took a guess at how to mask these. As worked well enough, I''ve added the as-is and masked to foot of render so you can see my thinking.
With scene loaded, I went into materials, set the the two luminaire types'' ambience to white, loaded their masks then dialled each to ''super-ambient'' =100 in ''advanced''. Up-lighter may need 250 or 400 to be really obvious. Note ''super ambience'' sometimes ''un-sets'' without obvious reason. If does not show in render, remember to check..
I made the door invisible, adjusted camera angle and focal length to hide frame.
Setting the scene''s properties to ''force show back-facing polygons'' hid Poser''s default lights. A quick superfly progressive trial render with a dozen pixel samples confirmed everything was working. Setting 96 pixel samples, 64 vol-bounces, 64 buckets, I sent job to ''Box'', where it rendered in ~ 80 mins.
Here''s my notes, based on inspection of OBJ in ($$) 3DOC...
#01 end door
ze_biohazard2_rpd_v4e_alt_texture_445.png
#02 side door
ze_biohazard2_rpd_v4e_alt_texture_447.png