Forum: Trash Bin aka Mount Doom


Subject: PP2014 Game Dev : Example of "combining" and "reducing polygons".

vilters opened this issue on Aug 06, 2014 · 52 posts


vilters posted Wed, 06 August 2014 at 8:57 AM

(Click to enlarge)

Here from left to right :
**Left:
**Load Roxie, drag-drop-conform an outfit over Roxie.
You have Roxie, and a second conformed figure over her, the "Roman" outfit. => 2 figures

Middle:
Select Roxie, and click Combine figures. => Do the combining on a ZERO figure !
You now have a single fully dressed up posable figure. => Single fully posable figure.

Right:
From the combined middle figure => Click on reduce polygons using default settings.
Now you have a reduced polygon combined single and posable figure ready for Game export, or for background use inside Poser.

Remark 1: There are no reflections on the harnas, as there is nothing in front of her to relfect onto it.

Remark 2: The dyanamic hair is gone in the reduced polygon version.
Few if any external apps can read Posers dynamic hair anyway.
But it is easy to put it back on in the hair room, if the figure stays in Poser as a background figure. 

Best reagrds, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Wed, 06 August 2014 at 9:00 AM

(Click to enlarge)

And this is how the render looks from the same test-setup.

Left : 2 figures : Roxie and the outfit

Middle : 1 single and posable figure

Right : 1 single, posable, reduced polygon figure 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Wed, 06 August 2014 at 9:10 AM

Pffffft, LOL, I think I am gonna have to build a lot more of these. LOL.

Happy Posering you all, and have fun with the new PP2014 Game Dev tools.

Best regards, and happy Posering,
Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


ghostman posted Wed, 06 August 2014 at 9:11 AM

Can you lower the polygons even more? Looks a bit too high still.

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RorrKonn posted Wed, 06 August 2014 at 9:16 AM

Poly counts ?

Can ya control reduction amount ?

============================================================ 

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Even if you never know their name ,your know their Art.
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vilters posted Wed, 06 August 2014 at 9:37 AM

(Click to enlarge)

@ ghostman

Yes, I could have reduced more, but the Roman outfit is already pretty Lo Poly.

@ RorrKonn

Yes the Pop-Up window allows a selectabel polygon reduction amount.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


ghostman posted Wed, 06 August 2014 at 9:43 AM

Only downer from what I've seen so far is that it makes a really ugly topology after it is reduced. For games it needs to be alot cleaner.

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vilters posted Wed, 06 August 2014 at 10:03 AM

(Click to enlarge)

Grrrrrr, I turn my back, and see??

Miss Combined is fighting Miss-Combined-Reduced.

Ach, the advantages of posability.
You can not leave them alone. LOL.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


basicwiz posted Wed, 06 August 2014 at 10:04 AM

@vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?


ghostman posted Wed, 06 August 2014 at 10:08 AM

Quote - @vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?

I think it will work great in that area. ;)

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vilters posted Wed, 06 August 2014 at 10:22 AM

Sure it is. And in far more ways then one.

a) you can prepare your figures by combining them and saving to library as "one".
Thus maintaining posability and facilitate loading and handling of the dressed up figure.

b) you can do a step more. Reduce the number of polygons, and save that figure into your library for further use as a backgroud figure.

c) OR??
You can go the whole routine. LOL.

Load a figure, dress her up, combine, reduce, and save a FBX...
This gives you even more flexibility, and maintains posability.
Sorry, I"ll have to upload the screengrab from the other PC.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters posted Wed, 06 August 2014 at 10:27 AM

(Click to enlarge)

From the above screengrab :

This is Roxie, combined with her dress, reduced in polygons, saved as FBX.

Then imported in Poser with File => Import => FBX

 

And reposed

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


ghostman posted Wed, 06 August 2014 at 10:53 AM

OMG!!! Theres a poke on the shoulder!  :scared:

Just kidding!  :tt2:

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EClark1894 posted Wed, 06 August 2014 at 11:32 AM

What if you delete parts of Roxie's body that you can't see anyway under the clothing before you combine the figures? How would that affect polygon count?




ghostman posted Wed, 06 August 2014 at 11:39 AM

Quote - What if you delete parts of Roxie's body that you can't see anyway under the clothing before you combine the figures? How would that affect polygon count?

From what I've read you should be able to delete unseen polygons.

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AmbientShade posted Wed, 06 August 2014 at 11:56 AM Online Now!

@Tony: Can you set up some materials in blender, export her as an FBX, and then bring her in to Poser and see how the materials work? 

Reason I ask is because this could potentially be an alternative for people who would rather set up their materials in another app. As long as the app of choice has FBX export, it should work fine in Poser. That's the theory at least. I haven't bought the upgrade yet so I can't test it myself or I already would have.

 



vilters posted Wed, 06 August 2014 at 1:21 PM

(Click to enlarge)

Hello Shane, yes you can.

See the imported Cannon FBX I found on sharecg;
Loads textured, using all the material zones and diffuse textures from the original.

But as every app is different in how the nodes are set up, you have to adapt them for optimal Poser use.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


AmbientShade posted Wed, 06 August 2014 at 1:29 PM Online Now!

Thanks Tony. I was hoping for a more complex example such as a skin shader, or an object with displacement applied. I'll have to experiment with it when I get a chance to upgrade.

 



vilters posted Wed, 06 August 2014 at 1:42 PM

@ Shane
Give a link to something free?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


ssgbryan posted Wed, 06 August 2014 at 2:56 PM

Quote - @vilters...

So, the game upgrade is helpful in creating background characters for regular Poser renders?

And forground figures.

In testing last night, I reduced one of my fully clothed character's size from 95 mg to 25mg just by using the "find unseen polygons" command.



RorrKonn posted Wed, 06 August 2014 at 4:30 PM

Soon as this project is done I'm getting Pro Game.
Making game meshes is fun :)

Can we use Roxie's poses on the combined mesh ?

Can we just poly reduse ?

Can we just combine ?

 

 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


vilters posted Wed, 06 August 2014 at 5:26 PM

Can we use Roxie's poses on the combined mesh ? No clue LOL I always pose manually.

Can we just poly reduse ? YES, and the redused figure is posable.

Can we just combine ? YES, and the combined figure is posable.

Did you not see Miss Combined fighting Miss Combined-Reduced above? LOL.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


DCArt posted Wed, 06 August 2014 at 6:27 PM

Since the combined figure uses the same rig as the original figure and the conforming clothing, yes, the poses will still work.



piersyf posted Wed, 06 August 2014 at 7:22 PM

Well, so far using the combine and reduce poly on any figure other than SM ones causes either a CTD or a major fail in preserving scale or morphs. It has so far crashed whenever using M4, has failed to allow foot movement on V4, fails to preserve scaled clothing on A3.

Still have no python scripts.

Crashed on startup this morning. Becoming unhappy.


vilters posted Wed, 06 August 2014 at 7:55 PM

Without more information, we might not be able to help you.

Do you do the combining in a true zero pose?

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bevans84 posted Wed, 06 August 2014 at 8:00 PM

I've been using it on my V4 weightmapped figures with no problem. No problems with python scripts, in fact a problem I've had with loading scenes with D3D's XL and Shaderworks Library Manager 2.6 has been fixed with the Game Dev version.

On V4, I did notice that the morphs on individual body parts were gone, but the full body morphs were there and working.

So far, no show stopping problems.



piersyf posted Wed, 06 August 2014 at 9:14 PM

I mentioned on another thread about this upgrade (the one where they bang on about Kinect) that I had 2 runtimes in the PoserPro 2014 folder after installation. Nobody commented on that, but I just merged them and got my scripts back. Looks like when I uninstalled the old PP2014 it left the runtime folder behind but doesn't integrate that folder into the new install. Anyway, scripts are back and it seems more sable. At least, no CTD yet.

2 issues so far: with a M4 character dressed in a suit, I can now merge him without a CTD, but when I try to reduce polygons his hair moves to the middle of his face. Not pretty. Worse, it is then a part of the single mesh so cannot be moved.

With a V4 character wearing high heels, in true zero her toes poke through the bottom of the shoes. This is preserved in the combined mesh. If I try to lock her toes in position and merge the meshes, her toe position is doubled (and poke out the top of the shoes). This may be an issue with the products more than the merge software, but it is an issue I'm having. I can comfortably reduce polygons on individual items (not merge) and save resources, but I have some issues when trying to do both. And yes, I have followed the manual (for once).


AmbientShade posted Wed, 06 August 2014 at 9:37 PM Online Now!

I can see shoes being an issue, especially with the Gen4 figures and the way their default pose is. Not all shoes are going to line up with the default figure's feet in zero pose. It depends on how they were rigged to begin with, and there are a few different methods that people use depending on the type of shoe that you're using. Have you tried with different styles of shoes?

The same with hair - was the hair built for M4 specifically or was it built for V4 and has an M4 fit morph?

Not sure if these are the problems but its a possiblity.

 



arrow1 posted Wed, 06 August 2014 at 9:42 PM

Would lowering polygons work with animations? I have several animated figures and have often had trouble rendering them all together. I would like to see if I can import therm into Vue 11 Infinited with the polygon count lowered. Cheers

Custom built computer 128 gigs RAM,2 Terrabyte hard drive, NVIDIA RTX 3060 12 Gig, Intel i9, Dual Dell Screens, 0/S Windows 10, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terrabyte SSD Hard Drive plus 1 Terrabyte Hard Drive,3rd Computer intel i7,64 gigs ram, Graphics Card NVIDIA GeForce GeForce 1660 Ti 6 Gig,1 Terrabyte Hard Drive, OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2022, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.20, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.


piersyf posted Wed, 06 August 2014 at 9:43 PM

Not yet, I was just playing with characters I had already assembled. I suspect we'll see a number of these types of issues as people explore.

Still, just with polygon reduction I can easily halve the size of a figure, and with downreser to adjust texture maps could go a lot lower, even without merging. I'm not interested in game dev, just making low poly background figures for large scenes.


arrow1 posted Wed, 06 August 2014 at 10:45 PM

Many thanks for your reply.I think we are on the same level.Like you I would use the low polygon reduction so I can put a lot of figures in a large scene. Cheers

Custom built computer 128 gigs RAM,2 Terrabyte hard drive, NVIDIA RTX 3060 12 Gig, Intel i9, Dual Dell Screens, 0/S Windows 10, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terrabyte SSD Hard Drive plus 1 Terrabyte Hard Drive,3rd Computer intel i7,64 gigs ram, Graphics Card NVIDIA GeForce GeForce 1660 Ti 6 Gig,1 Terrabyte Hard Drive, OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2022, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.20, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.


grichter posted Wed, 06 August 2014 at 11:30 PM

To everybody that has contributed to this thread, thanks for sharing your experiences so far, much appreciated.

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


RorrKonn posted Wed, 06 August 2014 at 11:59 PM

the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

============================================================ 

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Even if you never know their name ,your know their Art.
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ghostman posted Thu, 07 August 2014 at 12:27 PM

Quote - the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

DAZ have Game license but the cost is alot more. They've had it for a couple of years now.

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vilters posted Thu, 07 August 2014 at 12:54 PM

There is even no need for downresser to reduce texture sizes any more.

Step by Step:

  1. Load your figure, and conform hair, shoes, dresses (outfits), and "combine" them all into one figure.

  2. Then (optional) do the "Reduce polygons" and select the level you are confortable with for the rest of your workflow.

  3. Then export as FBX.
    In the FBX export menu, be sure to check Compile texture atlas.
    For HIGH QUALITY => Set Texture size to 4096, and as a power of 2

Poser will now save a FBX file for you, and compile ALL textures into as few 4096x4096 textures as possible.

For background figures you can even reduce texture size to 2048 or to 1024.

Now you have a single, combined, polygon reduced FBX file with as few baked textures as possible. Memory load can be reduced drastically.

Test it for your workflow.
I have had some good results working this way.
And?
Still posable and you have full control of all the morphs during the process.
(If frequired for your workflow)

Carefully read the Game Dev documentation, there a lots of menu's and options during the "combine" and "reduce polygons", and "save as FBX".

Dee put a lot of hard work in it, and her work is outstanding, as usual.

Happy Posering, and have fun using the new Poser Tools.
Tony

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


DCArt posted Thu, 07 August 2014 at 12:58 PM

Thanks vilters (blush)



RorrKonn posted Thu, 07 August 2014 at 4:53 PM

Quote - > Quote - the one thing I'm a bit confussed about.

is "The right to use the meshes in Games"

Don't think any of DAZ meshes are and all the stuff we have boult over the years don't have a gaming license with them.

So all this is going to change the stores a lot or a little I don't know.
but I do know licensing is going to become a very big deal for game makers.

DAZ have Game license but the cost is alot more. They've had it for a couple of years now.

I found it ,wounder about sells ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


DarksealStudios posted Fri, 08 August 2014 at 4:03 PM

Thanks for all the info! I will watch this for more info!


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piersyf posted Fri, 08 August 2014 at 6:27 PM

Just to clarify, Vilters... I said I'd use downresser if I DIDN'T combine the figures.

I had had some minor problems combining figures as I said.

I am not interested in game dev, just getting low poly figures for backgrounds.

Your method combines the texture into a single material. That means it is not editable. By just reducing polygons and NOT combining meshes, using downresser I can have multiples of the same character in the background and just change colours on clothing items and hair to mix them up. Cannot be done that way if all are combined.

Your method is one effective approach, but not the only one.


vilters posted Fri, 08 August 2014 at 6:59 PM

I was just showing what "can" be done, but naturally, all combinations are possible.

Ha-ha-, I wrote : "If it fits in your workflow."

The end user artist is free to adapt all the available options as they feel fit to do so.

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


estherau posted Mon, 11 August 2014 at 2:57 AM

Yes piersyf, that's what I will use it for.  However there is also another use for game engines and poser.  some like unity allow you to buy or use assets to make scenes for things like machinima.

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basicwiz posted Mon, 01 September 2014 at 12:59 PM

For the record:

In my runtime the reduced polygon characters FAR surpass ANY "reduced resolution" or "Low Polygon" characters I've purchased... and I have spent a lot of money on them. It is the easiest, cleanest solution to large scenes I've tried so far. If you are on the fence... make the purchase. You won't be sorry.


arrow1 posted Mon, 01 September 2014 at 6:26 PM

Hi Everyone,Just as a matter of interest do you reduce the texture sizes along with reducing polygons for large crowd scenes? Cheers

Custom built computer 128 gigs RAM,2 Terrabyte hard drive, NVIDIA RTX 3060 12 Gig, Intel i9, Dual Dell Screens, 0/S Windows 10, networked to a Special 12th Generation intel I9, RTX 3060 12 Gig, Windows 11,64 gigs RAM, Dual Phillips Screens, 2 Terrabyte SSD Hard Drive plus 1 Terrabyte Hard Drive,3rd Computer intel i7,64 gigs ram, Graphics Card NVIDIA GeForce GeForce 1660 Ti 6 Gig,1 Terrabyte Hard Drive, OS Windows 10 64 Bit Dual Samsung Syncmaster 226bw Screens.Plus Lenovo Laptop 64 Bit,12 gigs Ram.Intel i7 chip.Windows 10 Pro and Ultimate. 4 x 2 Terrabyte Hard Drives and 2 x 2 Terrabyte external USB Hard drives. All Posers from 4 to Poser 2010 and 2012, 2014. Poser 11 and 12, 13, Hexagon 2.5 64 Bit, Carrara 8.5 Pro 64 bit, Adobe Photoshop CS4 Creative Production Suite. Adobe Photoshop CC 2022, Vue 10 and 10.5 Infinite Vue 11 14.5 Infinite plus Vue 15 and 16 Infinite. DAZ Studio 4.20, iClone 7 with 3DXchange and Character Creator3, Nikon D3 Camera with several lenses. Just added 2x 2 Terrabyte portable hard drives.


randym77 posted Mon, 01 September 2014 at 7:15 PM Online Now!

Sounds very promising. I have no plans to do any games, but I bought it just because it sounded like it might be useful for crowd scenes and the like. 


WandW posted Mon, 01 September 2014 at 11:48 PM

I was wondering how are materials handled in these combined figures.  Can material collections for the uncombined figures be used on them, say to change the skin or clothing texture?

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vilters posted Tue, 02 September 2014 at 4:35 AM

When combining, all material zones are maintained.
You have a single figure, that has all material zones.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


moogal posted Tue, 02 September 2014 at 6:02 PM

Quote - When combining, all material zones are maintained.
You have a single figure, that has all material zones.

When the texture atlas is created, aren't the UVs also changed?  How does this affect procedural textures?  Are their offsets and scaling factors adjusted accordingly? 

When multiple textures are combined into the atlas, how is the atlas texture's gamma determined?   Does the texture atlas tool only create diffuese maps, or bump, transparency and displacement channels as well?

I bought it, but my computer is currently down so I am unable to use it.


vilters posted Tue, 02 September 2014 at 6:20 PM

How, you are talking 2 different things here. (even 3 different things)

a) Combining => Combine 2 figures into one. => All material zones are maintained. All textures are maintained "as is".

b) Reducing polygons, reduces the polygon count.

c) Creating an fbx and checking the option to bake a new texture is again another thing.

What chapter do you want to know about? a,b, or c?

Plus you have many more options you can check and uncheck during each process.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Jaager posted Tue, 02 September 2014 at 7:57 PM

In theory, the fewer the polygons, the less work for Poser?  Were a clothed figure be used for an animation:

Can the Combine function be used in Poser? 

The result is a chimera?

Would it be possible to delete the base figure polys covered by the clothing and still keep texture mapping and joint setup?

The result would be lighter and a reduction in Poke Thru with an animation.

I doubt this worth the effort for stills, but I suspect a time savings in an animation.


JohnKelsey posted Fri, 27 January 2023 at 4:17 PM

Very cool!


Afrodite-Ohki posted Fri, 27 January 2023 at 5:28 PM

Did you have to ressurrect an 8 year old thread...

- - - - - - 

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Digitell posted Fri, 27 January 2023 at 8:31 PM

Digitell has moved this thread from the Poser - OFFICIAL forum to the Trash Bin aka Mount Doom forum as of Friday, January 27, 2023 8:31 pm