I found a freebie ''double glaive'' by ''rotten-eye'' on DA.
https://www.deviantart.com/rotten-eyed/art/bayonetta-2-holy-glaive-812205649
It was a game-rip to XPS format, came as both .mesh and .mesh.ascii. Several free utilities will convert at least one of these, but I deployed ($$) 3DOC, exported OBJ+MTL.
A comment suggested the author re-work model to give the blades glowy edges. Yes, that would be neat. And fairly easy to do in Poser using grouping tool. Instead, I took a look at the mapped texture set, realised I could adapt my lamp-masking technique. Zoomed in, I''d seen the diffuse map, weapon_d.png, had a neat margin along the edges and ''V'' of blade. Carefully colouring this white and all the rest jet-black gave me an emissive map for super-ambience.
I imported OBJ to Poser at 100% of standard figure size. Took me a while to iteratively curl grasp and position implement, then parent it to hand. First time, I made the mistake of ticking ''inherit bends'', which left the weapon with a kinked shaft...
( \" But you should have seen the other guy...\" ;-) )
Zeroing its rotations resolved...
I applied my map to ''Ambience'' of materials #3 and #4, the blades. Set their colour to white, super-dialled ''advanced'' to ~75.
After several quick test-renders, I set Superfly, progressive, 64 pixel samples, both GPU cards and their preferred 1024 vol-bounces and buckets. Rendered briskly...
Not brilliant, but real-neat.
I''m thinking about making the bling glow, too, but perhaps tomorrow...
That looks cool! Ah yes, "Zoomed in, I''d seen the diffuse map, weapon_d.png, had a neat margin along the edges and ''V'' of blade. Carefully colouring this white and all the rest jet-black gave me an emissive map for super-ambience." Thank you for the reminder to watch for this!
Daringly, I'm also trying to learn how to use 'Emission' using a 'physical node' added in 'advanced' properties. For a free lamp, not this glaive, but same 'shiny' desired...
I've posted a query in Rendo's Poser forums as I cannot get it 'bright'...