This tutorial was designed as a tool to familiarize beginners with the process of creating walls and rooms in Poser 4.
The techniques demonstrated in this tutorial can be used in other aspects of model creation. A fundamental understanding
of some of the basics of Poser is required and will be assumed. By following the steps outlined in this tutorial, you will
build 3 basic walls that can be utilized to form simple buildings and rooms from which you can create more elaborate sets.
To begin with, this is how Poser 4 looks when I first open up the program:

This is how my Poser looks when I first run it (ignore the stuff at the bottom). We will begin by deleting the figure.
This is done by selecting the figure menu and clicking on the option of DELETE FIGURE.

Next, open up the props library and add in a box primitive by selecting the box prop and clicking on the check
mark below the list of props.

Adjust the scaling (xscale and yscale) to 300% and your box will appear something like this:

Select the camera controls and cycle to the rightside camera, then adjust the z scale of the box to 25%.

Change the camera control to the front camera.
We now want to save this scaled box as a new prop in a new category. Click on the + sign at the bottom
of the props list and scroll down to NEW LIBRARY. For our demonstration, we will call this new category
BUILDTHIS.

Switch the prop category to the new one we just created called BUILDTHIS and save the prop by clicking
the + sign. For this demonstration, we will call this BOX1

The result should look like this:

Select the BOX1 prop and click the check mark to add a second instance of the prop to our scene.
Position the second box along the xtran setting of -.300 which should place it exactly to the left of the
first box.

Add another box1 prop and position it to the xtran position of .300. Three boxes are now in the
scene and the result looks like this:

Time to add a fourth, but this time we position it not only along the xtran of -.300 but also
along the ytran of .300 to get the result as shown:

Add another and position it in the ytran of .300 and along the xtran of .300. Add another and
position it in the ytran only of .600 with the result looking as follows:

By now, you've probably guessed that we're gonna add two more boxes in the upper
corners position in xtrans of -.300 and .300 respectively, both with a ytrans setting of .600
to get the following result:

We now have built a primitive wall with a window cut out of the middle of it and we need
to convert this collection of boxes into a single mesh. From the FILE menu, select EXPORT and then
WAVEFRONT OBJ like this:

A menu will appear asking us which items to include. All items will be included as a default:

Click okay and choose a filename for the new mesh. I would recommend using WALLWINDOW.OBJ
The next step is to add the center piece to fill in the window. Add another box1 prop and position
it in the ytrans of .600 and we now have our solid wall looking like this:

Export this as a WAVEFRONT OBJ file and call it WALLSOLID. Now, to create a door.
Select the center box and press the DEL button and select the button in the confirmation dialog box
that pops up thus removing the prop from our scene. Do the same for the box that is at the lower
center position and get the following result:

Export again as WAVEFRONT OBJ and use the filename of WALLDOOR. Now delete all the
props in our scene. With a now empty scene, import the first OBJ file we exported WALLWINDOW.OBJ

Position it along the ytrans .350 and click the + sign in our prop library to add it as a new prop.

Delete the prop from the scene and import the next one WALLSOLID.OBJ and add it to
the props library as well. Repeat the process again for the final prop WALLDOOR. Your scene will
look like this when done:

Congratulations, you've just created 3 new props that can be used to form walls, rooms, and
buildings. The following diagram shows the implementation of all in the beginning stages of making a
room accomplished by adding the prop, rotating it 90 or -90 degrees along the y axis, and positioning
along the xtran.

This concludes the tutorial. I hope you find it useful. Other techniques not shown here but of
great use are the mapping of the obj files using the free app called UVMapper created by
Steve Cox and available for download at various sites including RENDEROSITY. With it,
you can texture these new walls more accurately.