Yes, that 'Triangular Wall' definitely has issues. Not only do the main surfaces not accept texturing, but at render time they also diffuse any shadows cast on them. The model could all probably be fixed with some work in the UV Mapper program, but I doubt I'll ever use it again, so it's not worth the trouble.
When I started the image, it was originally going to be of
Dork and
Posette bursting through the door, with only a giant menacing shadow of the Star Mushroom spreading over them. But after a test render of the Mushroom, its texture was so good enough that I didn't mind placing the thing front and center. Whenever I'm bored I make poses for
Dork and
Posette and save them for future use, and since I'd also previously made these textures for their outfits, placing those two in their final dispositions seen here was a matter of only a few clicks. So apart from fiddling with the wall, really almost all my attention in this scene was devoted to lighting and camera angle.
For a long time now I've mostly spent my
Poser time making images in the universe of my Nigella and Iris characters. Neither of those characters are anything resembling action heroines, so I haven't made a high drama scene like this for some time. But in terms of the general composition here, a youth spent studying comic books pays off, and I could make images like this one all day.
On the technical of Posercraft side, I think this image really demonstrates some of the principles I was discussing in the forum recently, in the old thread about texturing. In
Poser circles we have always devoted endless time to thinking and talking about texture maps, when what we should really be concerned with are bump maps. Without those, this would be just another bland
Poser 4 image of the sort that filled galleries in the late 1990s. The scene also relies exclusively on studio lighting (one key + one fill, low and about ninety degrees apart), with zero objects making any use of ambient object lighting, which is equally ruinous to both textures and shadows.