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Start of December Update

Start my new main job on Wednesday, but I was able to plan it to be a four day job with one of the days being the weekend, so that means I will keep two weekdays to work on the game or animation while family is off doing other things.

As for the game, I have been trying to lock down the gameplay because I have lots of options and a few code packs, but I really don't know what people would like. My original dream was a porn Dungeon Keeper, but that might be beyond my knowledge and ability, so been looking into something more single character focused.  So many people make that type of game where the heroine has to lose to start any scenes, and I don't really enjoy those games as much since I would rather earn scenes through winning something rather then losing, so I am trying to figure that out too.

As I showed on Twitter I have added an HDRI map and some more orcs to the system and will be adding more ladies too.  A new poll for a cameo character will also be up later today.  If anyone has any other suggestions would always be open to hearing them.   Goal is to have another, better, and less buggy build by the end of this year.  Thanks.

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Orcslayers Preview 3

Apologies.  Once I actually got to packaging, it kept breaking.  It's still not 100%, as some of the old bugs like the need to click multiple times to sometimes grab the actors in edit mode continues to persist even though it does nothing of the sort in the editor.

Orcslayers Preview 3 Download 

Not much has changed compared to the last build, but I did attempt to make things a little easier.

  • A few known bugs. Save system is in development but sadly it still bugs out.  There is a save options on the pause menu but it won't actually save anything yet.  The only thing that does save is the menu settings.  The light that is supposed to be on during the viewer for some reason now defaults to 0 so you have to ramp it up first with CTRL - <>, there is also a few clicking bugs like attempting to change to a different mode while in a cinematic.   Lastly, a few of the animations (full nelson) refuse to transfer and so show up as a tpose.  All will hopefully be fixed next time.


  • The menu has been simplified a bit.  While I will consider bringing back the more robust graphics menu  it was too unstable for my liking, which messed with my style.  Instead there are now four presets.  Ultra can feel a little unstable but high and medium should feel good.  Low is also nice but loses a lot of the shadows and such.


  • No need to unlock anything this time.  All characters are just unlocked.  The locking system needs updates to fix previous issues and I am trying to get it more intertwined with the save system.  Will come back as it makes more sense in gameplay context.


  • Am working on a UI that will take over for the key presses, but until that can happen I have added a mini-hud that simply tells you what you can press to get some of the more common actions.  It will even change based on what "mode" you are in.


  • You may notice there are way less actors in the scenes themselves.  That is because I added an ability to spawn actors instead.  When you hit "T" to go into RTS edit mode, simply hit the INSERT key to add a combo.  It will pick a random set of characters and drop them into one of a few preset spots.  Once spawned you can click and drag them like the previous build, though for some reason the "highlight" won't work until you leave and re-enter the edit mode, don't ask me why, I have not figured it out yet.  Also, if you wish to edit the characters or the pose they are in, you have to go into the viewer mode.


  • Lastly, I added a way to better add sequence cinematics.  While it's not much, I added a little mini-scene you can watch by going up to Ravage.  It's a simple looping scene right now and has no "end", but I added just to show what I will likely be adding as rewards for missions or some such.

Anyways, probably best if you all just test it out.  Tell me how it goes and please don't be shy, I want to know whether I am going in the right direction or not.  Hope before the end of the year I might get some actual "gameplay" in there too.  Thanks for sticking around.

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Slight Delay

Was trying to implement Lara and another new OC put kept getting pulled away by life. Worked hard on it today but I am so tired I can't push anymore.

As the weekend is my family time might not be able to touch it again till Monday, but I will try to see what I can do tomorrow night or the next. Crossing my fingers I won't be too exhausted.

Now I sleep.

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Bright Side

First off, thank you everyone that has stuck around so far.  It is appreciated while my life shifts so much right now.

Onto something a little brighter, I feel like the fact I am moving this down to a lower rung on my financial totem pole will mean I will be less hung up on "value" and "professionalism" when it comes to what I do post.  I often avoid putting up drafts here, or writing, or other things, because I get hung up on whether I am just scaring people off with low quality content or will be doing something people don't enjoy, which ironically just means I barely post anything (and I don't think people enjoy that either.)

Am going to worry less on that now, and focus on what I enjoy in my free time, either more animations to show off, writing works, or other things.  It might even lead to more content in less time, since my animation being so tied with my financials have lead me to no shortage of panic moments over the years since wow was taken away.  Let's see how that goes.  What you all say?

Also, Lara won the poll.  Will be adding her for the next build, though I probably won't get to finishing the save system like I hoped.  It's way more complicated then I expected it to be.


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Cameo Poll

Who do you hope to see next in an Orcslayers build?

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Build Next Week + The Future

Should have the new build up with some additional characters and animations sometime next week.  Really wanted to try to get the save system working.  It will also have the new BG3 characters, Borderlands Lilith, and Elvira, who I posted as a Halloween special yesterday. 

As for the future, I honestly don't know.  You may have noticed a restructuring on here including adding back the money view I turned off long ago, and there is a reason for that.  (TLDR at the bottom)

My support on this platform has been bleeding a lot in recent years, and I understand why.  Have had lots of failed projects that fizzled out, partnerships that went south, all because I couldn't keep my brain focused on it.

It was not till the last year I finally got myself checked out, and found out I have adult ADHD that has been getting worst as I age.  Maybe I even mentioned this before on here, but I don't remember, because I can often find myself blind to time and forget things quickly once my brain drifts.  WoW, for over ten years, was my hyper-fixation, and that is why I was so good at keeping up with it.  It was, to put it bluntly, my life.

When I lost WoW during the legal troubles, I spent years attempting to reclaim the spark, to "latch on" to something else.  FF14, Star Wars, League of Legends, Darksiders, etc.  All of them had stuff I liked about them, but nothing grabbed me like WoW did.  Sometimes I would just continue to animate WoW stuff, never to post it publicly, because I missed my characters and what I had, and all my other projects and ideas would languish, before drifting away from me.  It's not something I was able to just willpower through, because my brain simply discards everything once it's moved to my peripheral.

Why am I bringing all this up? Because finally, after so long, I got the spark (hyper-fixation) back with Orcslayers.  I know it's not what everyone wants, because you all can't just live through the familiarity we all shared with worlds like WoW and FF14, but I feel like it's the only shot I have of keeping myself focused and productive and not just quitting animating, like I have considered so many times before.  To make up for it I am doing my best to add more famous characters as cameos and swaps that I know people like.

The bad news is, it took too long for me to reach here.  For over a year and a half now I have been working multiple jobs.  One is a night job delivering pizzas, all to keep my expenses from collapsing.  Other works I tried to do as commissions, but like I mentioned earlier that often gets pushed to my peripheral due to my fixation, meaning they rarely get done on time, some even taking years.  It's why I try not to accept normal commissions anymore.  Even just writing this post is taking everything I have, because my brain wants to open up Unreal and start coding something weird or make a new stage.  Now my family has asked me to move back to a full-time job.

While I never plan to drop Orcslayers, as it's now become my fixation, the amount of work I can put into it is going to drop drastically should I move into a full-time job + family responsibilities. There is no way around this other then somehow getting back the support I lost, and I don't even know how possible that is.  Again, I don't want to be doom and gloom.  Am always going to work a little bit on it, even if I just do stuff in what little free time I have.  Hell, this post terrifies me, because I know a lot of you will probably drop as soon as it's uploaded, but I can't let my fear stop me from being transparent and clear.  At this point, there isn't much more I can lose.

So if you like what I do, please, maybe tell a few pervy friends about it, or repost my drafts on twitter or other places.  Maybe, if I am lucky, I will get at least enough support back to be able to reach equilibrium with my family (2000).  If not, well, I will have to figure out where to slot it all in.  Thank you, those that still have stuck with me through all the troubles and the failures.

(TLDR) Due to losing so much support, my family has asked me to look into other full-time employment.  After years, I found a spark with Orcslayers I have not had since WoW, but without enough support it will have to become a hobby again like when I first started to animate.  If I can get more support (2000 minimum) I can maybe change some plans, so any help getting people interested with Orcslayers would be appreciated, but either way, thanks everyone, and I hope you stick around for what updates I can push out regardless of where my employment road leads.  There is much more I want to do in Unreal and with my characters.  Thank you.

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Orcslayers - Viewer Preview Alpha 2

DISCLAIMER : Once again I wish to iterate that this is a very early alpha, and isn't really a game as of right now.  It's for testing out systems and such that I would have loved to have in a game before I build the game itself.

File size is a little jacked right now.  Normally I try migrating the project levels to a new project and extract, which cuts down the file size by a good 60%, but sadly the last time I did it destroyed the photo mode.  I had to rethink it and decided to get it out today I would try one more time on the main project, but that added a lot of file size bloat and I am unsure how to stop it from doing that.  Will hopefully fix for the next test, but for today it was either go with what I have or delay a few more days.

--- MEGA DOWNLOAD --- 

There isn't a whole lot new in this build. but it does have a few adjustments and improvements.

  • New Map : Prison

Can be reached through the new door.  While I get it developed, I made the doors themselves have no collision, so you can just walk through them to go inside each cell.

  • New Animations and Characters

Though still rough, I added a few more characters to the build and some rough animations.  Check them out using the functions from the last build.

  • Photo Mode Improvements

While not much has changed, I made it so when you exit photo mode it will save your settings in the game itself.  This allows one to customize the feel of the whole game. Sadly does not save between levels yet, but I am trying.

  • Style Presets 

Just hit the =/+ key to cycle through a few styles.  It's mainly previous styles I have considered before landing on the current one.  Figures people would enjoy the options.

  • Edit Mode

While in the playground area, hit the (T) key for a special RTS camera mode.  This allows you to right click and move the actors in each scene somewhere else.  This is a limited system right now, and can be buggy.  If it does not like picking up or letting go, try to use clear double right clicks.  It also has no boundary, so try not to fly off the maps.

  • Unlockable Characters

Each map has a lock sitting around somewhere.  If you find a lock, stand almost on top of it, and hit (E), you will unlock a character. The characters are Samira, Miss Fortune, and Ahsoka Tano.  This function does save between levels but does not save on closing, so you will need to unlock again when you start up.  Hope to fix that someday soon.

A few other small things.

Changing characters now has a little name pop up.  It's just a for fun thing.

When in Viewer Mode, press (HOME) to change between the three levels.  Press (U) to switch your location in the level to one of six or so preset spots.

When inside a scene, whether in the Playground or Viewer, you can make the male cum by hitting (H).  It's a simple system so don't expect a lot, but it was something a lot of people wanted.

The view of the character in the Playground now defaults to first person.  You can still switch to third person or top down using (C).

The shackles on the characters are now disabled by default, as I need to figure out a better way to attach them.  You can turn them back on by hitting (I) if you really liked them, but there will be some bad clipping on some animations.

Oh, and for those that really don't like the music, hitting (END) will turn it off.  If you want it back on just hit (END) again, or go back to the main menu.

For most previous control keys, check out the post for the previous build.

Think that covers most of it.  Hope you guys enjoy what I am trying.  Tell me if you find any destructive bugs.

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Orcslayer Updates

Realized I was getting lost without much in the way of updates again.  Woops.

Hope to have a new build up soon, one that will have a few nice updates and changes.  A small list of new addons.

New Map.  Warlord's Master Room.  It has two halves, one a war room and the other a bedroom.  Can be entered in playground mode by interacting with the door to the right of the throne.  Will also have a Viewer version.

Unlock System.  Made a way to unlock characters and animations.  Right now it's done through interacting with a lock object hidden in the map, but will be expanded to other areas.

New Animations.  Just a few.  Have to go back and redo a few to properly get the tail working on the Lakuu / Delvi model.

Viewer Mode - Movable Location.  This was actually in the old build but I don't think I mentioned it, you can change locations in the map area by hitting U.

All Modes - Quick Lights.  Add a few quick lights that can be turned off an on with the number keys.  0 turns them all off. 

There are many other little adjustments I have done but I will go into those when I upload the new build.


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Orcslayers - Viewer Preview Alpha

DISCLAIMER : As nice as this looks, it's still an alpha as I have been focusing on the things I really wanted the most, which was a fun little viewer system and a way to drop in characters to scenes.  It's going to have odd bugs, it's going to have some clipping in spots or other issues.  This isn't final by a long shot but I wanted something for you all to enjoy before the end of the month.

Right now it has three characters and almost all the animations.  The three characters are Sivana, Robyn, and a guest character from streamer and voice actress @LorianLoc, who also provided her own voice work.  The reasons I left out the others is due to bugs or just missing items I didn't have time to add back in, plus people keep telling me I need stuff to unlock later so "shrug" I guess.

DOWNLOAD HERE 

While this was only supposed to be a "Viewer" alpha I ended up leaving in a really rough version of what I call a playground map, which is just the same throne room but with the three characters all in at the same time.  You can run around as Sivana, walk up to the scenes, and even change most of the stuff like characters, clothes, and / or animations.  They are more limited though, and don't have the viewer extras like the key lighter or the ability to rotate.  I hope to give these areas more of a story feel.

Lastly while inside either the viewer or entering the playground figures, there are two modes.  Simple, and Advanced.  Simple is just a light way to rotate around and see the action, but advanced is a full fledged photo mode.  I took the picture above using the photo mode directly so play around and take some photos if you like.

Now for the control key.  I want to have it in the game for the next build, but for now, I have to just write it out.

E              

Activate Scene, get get close enough for them to be highlighted.  In the playground map can also be used to turn off or on some of the torches.

Q / Z       

Hold to speed up or slow down the animation.

T             

Cycle through characters.  Hold shift to alter orc.

Y             

Cycle through various levels of their core outfit. Hold shift to alter orc.

C             

Only when in control of Sivana during playground, alters camera between three states.

V

Say a voice line.  Hold shift and click for the orc to say his.  Lorian is the only one right now with unique voice lines, the others are using some NPC dialogue placeholders.

B

Starts up the extra little "Inner Dialogue" display that will from time to time appear with what they might be thinking.  Right now it runs randomly off a string for all three girls, but later on hope to have unique thoughts per girl.  Only appears while in active scene.

N

Cycles through the animations.

P

Activates "Advanced" Mode while in a scene.  Hold shift when you click it to also pause the action.  This mode also works while in control of Sivana in the playground, but only in a paused format.

< / >

Yes comma and period, trying to figure out better combo that does not clash with everything that uses the arrows.  When in the viewer can be used to rotate the scene figures.  If you hold shift you can rotate the key camera around them, and if you hold control you can increase or decrease the intensity of the key camera.

Various scroll wheel stuff

It does the normal camera move when not holding a key.  Hold shift when scrolling to move up and down, hold alt to change the focus length.  Only works in Simple Mode, and Advanced Mode uses it's own methods of moving around.

There might be something I missed.  This should at least get you started though.  Be careful if you have to adjust the graphic settings as the menu I am using can be a bit of a pain.  Just make sure to carefully set your resolution to your screen size, or just do what I do and put it in a window.

Thanks for sticking with me through all the madness.  Hopefully the next time I upload will have more of a game.  You guys want more of this I hope?

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Orcslayer Update

Have been very busy using any of my free time on this, and I think I may have at the very least a test build next week.  It won't be the gameplay set yet, but more a way to try out the interactive scenes.  Sorry it's been awhile.  Enjoy this little teaser of the new throne room build, character loads, and even showing off the character switcher.

Will try to also make a new animation soon.  I know it's been a bit since I did March 7th.

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Orcslayer Unreal Updates

You probably noticed me post some of these other places like Discord and Twitter, just been easier to upload.  It's been nice getting my guys and girls into the system and I soon plan to bring in more of the Rule34 girls other then just Ahsoka.


Hope to post more here in the future now that I am on my new medication and my ADHD isn't driving my life as much as it has been the last few years.  Still got a bit of digging to do to get out of the hole I dug.

On another note, do you guys want to see this morph into a game? My goal is to be able to post video animations and then move the animation into Unreal to addon to the game / interactive scene as I go.

Lastly, if you guys are okay with a really rough version of the project, I can try to post a "walk around" alpha next week.  What you all think?

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March 7th

Wanted to make something to refresh myself on Blender and have been enjoying Honkai Star Rail in what time off I have, so felt like a nice little something to do to take a break from coding practice.

Hope you guys enjoy it.

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Game Experiments

Taking the plunge as you have likely seen on my Twitter, but I am pushing hard into gamedev to make an Orcslayers based game (with some cameos from Rule34).

Disclaimer, I only really have two orc setups and one girl setup so you will see a lot of overlap in all scenes right now, but these are tests, and as I get deeper more girls will start appearing.  Right now I just have to be certain what game I want to make.  I am narrowing it down to a tower defense style game where you capture heroes who invade your dungeon from both your world and the multiverse, or a top down stealth game with some interesting bonus mechanics where you infiltrate different maps.  Open to any an all suggestions.

This has felt really good, like I finally have some of my old mojo back that is keeping me focused on the joy of creating.  


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Updates

Going to keep this short.  I know I have not been updating much right now, like always it's been hard to juggle life, but I am not sitting idle at all.  In fact, I got obsessed with actually getting back into Unreal and not pushing it off anymore, but my latest models were going to have some issues, at least on the female side.

The big issue was, even though I tried my hand at some rigging, I couldn't get everything to open without a set of morphs, which Unreal kind of hates.  I had to think of something else and after painfully converting some mesh data, I was able to update the female rig to use the same overall rig and style, but it uses a updated mesh with an update vagina, fully rigged.

Most of the animations I have already done will only require some fixes to work on this new mesh since the rig is almost identical.

Lastly, to make my life way easier, I invested in a Loupedeck for some functions, and am developing a new load system that will allow me to not only rig characters extremely fast, but will allow me to have standardized materials per mesh, which means I don't have to fit one of the walls I have been hitting where I update a character texture and then have to alter it in many other projects.  Any change I do down to the mesh level will update in all future projects.

Anyways, I tested out the new stuff in Unreal already and I hope to have a Demo scene build next week.  Wish me luck.

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Evening Glances

Was playing more with AI backgrounds and I really liked this one, so I decided to do a quick pose and lighting for it.  As a patron bonus enjoy a topless version.

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VR Extra

Nothing big but I just felt like doing a little VR render of the BJ scene.  Hope some people enjoy it if you have a headset, make sure to set the 3d effects for above and below and the mapping to 360.  Thanks.

Hopefully some new uploads soon, been up and down a lot emotionally and it's been hard to cope.  I really need an assistant.

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Orcslayers - Mouthful

Due to some issues getting back to actually finishing older angles, I am trying to just do all the angles ahead of time for this one.  Hope you guys enjoy the options.

VO @BeeswitchVA

Renders (including clean and no motion blur versions) will be up on MEGA whenever I can get it to work again.  Really not been happy with them for awhile now.  So for now just putting everything I can in this post.

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Felt like it.

Been tired as heck but while testing out foreground and background objects using spliced AI backgrounds I just made this, and I liked it.  Guess Grok got to visit a galaxy far far away.

New animation soon, promise.  Will also be updating some remixes, website, and Patreon soon.  It's been hard to "cut the fat" as it were to stop me from becoming overwhelmed by my spheres of life.

UPDATE : Added a 60FPS AI interpolated version.  Been playing with Flowframes just to see how it looks when I put my stuff through it.  Decided no reason not to post it up too.

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New Year Resolutions

It's a new year and already I feel worn out.  I know posts have been low but I wish I could quantify the amount of work and experimentation I have been doing in the background for the last few months to get back to a weekly or even daily post schedule, but I am so insular I find myself barely interacting online these days.

First, I developed my own "package" setup for models.  While I have always had a method for this since my wow days, I wanted to develop something that was stacked with custom controls, easy to use addons, and worked flawlessly with xrefs, and was low on scripting, while easy to add any character I want to it, even if they use different models.  I have a generic model that also will have easy to alter color settings, cycling hairs, etc, similar to an old character creator.

The hard part was getting "races" built into it, and while I still will need to adjust the rigs due to skeleton differences, I was able to mostly build the races into the core model.  The only unique one right now is "large orc male" and that is because I already put so much work into them it will take time to get them working in the new system.

This is a new character, Janelle, based on another character I had criminally under-utilized back in my wow days.  She is using the newest system.

Now here she is with a more voluptuous body, a quickie expression, and some overlays including a bit of dirt, cum, and blush.

Also yes, it works on all of them, as this random "Extra big, dirty, protein chugging and maybe stoned Ahsoka" will tell you. (And no, it's not her new body type, I just wanted to show that the system will work on anyone. Sorry AHSWOLKA lovers.)

Second, and I know this is extremely volatile with artists right now, and I will always support artists when it comes to how and where they use their art, but I have been trying to take advantage of AI Art programs to fill in some gaps in my abilities.  

While I always prefer trying to make real 3D stages, the process to make them look decent is a long and sometimes difficult process.  As such, I often just used screenshots for backgrounds, with methods to light and color match.  It's good for the most part, but it means I often used the same screens more then once or twice or never got what I needed.

You may have noticed, but my birthday image was the first time I used a background that was AI generated, using a prompt process I narrowed down to make fantasy style backgrounds.  It's not perfect, but now rather then spending hours trying to find the "just right" image of a jungle or desert or god forbid a bedroom, I can use my prompt key to make what I need until I can make proper 3D or 2.5D stages.  Here are a few examples.

By the end of this month, I hope to finish changes to my life that will allow me to better work on future projects and get updates more streamlined, including looking into an assistant.  Wish me luck.

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Birthday

Posted this very late last night on Twitter, then spent my morning and afternoon enjoying my birthday.  It's not a new animation but something I threw together for myself to celebrate another year on this planet.

To give you guys more I am going to make a whole set of "quasi-angles" on this scene, you will see what I mean when I release them.

For those wondering about the wacky background, it was AI generated, so cut it some slack.  Been experimenting with making my own composite screenshots using AI so that I wouldn't have to rely on searching the net anymore.

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Hey

Know not been around much, trying my best to get myself in a place I want to be while not sacrificing my family life and my other job I had to take on.  It's been constantly busy, but I am so close to being able to get back to my old upload rates.

Until then, hope you guys can enjoy this new Orcslayers animation I did to test out some more post process methods.

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Law of the Jungle

Another something for myself.  Welcome back, Anu.  Will correct tags later, in a rush.

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REMIX34 - Ahsoka Alley

Decided I wanted to make my own version of an adult Ahsoka using stuff I learned and things I liked from the other three versions of her.  May mess with other variants.

At the request of some I will be uploading versions with and without motion blur.  This one is a bit dark but I loved the atmosphere.  May make a brighter one too as I practice setting up a few post processing presets.

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REMIX34 - Uriel

This is technically what I call a quickmix, which just means I made it quickly in the time I had, and am posting NOW rather then holding onto it for weeks because I forgot one little thing that I kept telling myself "I will fix later" only for three months to pass before I remember.  

I want a normal update schedule again.

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Classic Colors Version

Just felt like it.

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I needed this.

That is all.

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The Throne of Cinders (Early Release)

Been doing a lot of model adjustment, so sorry about that taking up so much of my time.  Here is a little something I played with using the latest integration of the models.  It is a bit dark but I liked the feeling of it.  The untouched version should be in the archives soon too, and I may make a lighter version.

Patreon needs some info adjustment so that will be my next priority, plus some remixes.

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Remix34 Cosplay - Jinx

Sorry this took awhile.  Been going through a lot since last month, like usual.

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Quick Update Rundown

Know it's been a bit light again, turns out doing two jobs can wear a person out a bit.  My goal for the last few weeks was to nail down a few lingering issues with the new system that I felt would be better to do now rather then have to redo later.

1) Models have been setup to use Character Definitions.  This means I can realistically load different body types into a scene and have them animate properly.  I have definitions setup for both the joint rig and the controller rigs.

2) Added setup to allow transfer of animation data from other sources to the models.  Hoping it will work well when I move to story content as I don't have to animate simple things like walk cycles or emotes.

3) Character packs have more features including brow overlays, better color handling, tattoo overlays, and a skin mixer, which allows me to mix other textures find or buy into the base skin I have been using.  This will make it easier then just photoshoping everything.

4) Light and processing have gotten a small change. First, I added a baked in post process sequence that will happen on renders, giving them a bit more life even when not post processed.  Second, I setup a new light system that is attached directly to my custom camera system, and will allows me to mess with things like contrast, shape, spec position, highlight, etc, which can be used to increase body definition, brightness, or detail.  Since it's attached to the camera and only works on the characters, the feel will look the same no matter the angle.

5) I have two new animations done but just have to make a scene for.  You can see one above, but I also have a doggystyle animation setup.  Hope to post something with it soon, plus one of the remixes on the last one I have been missing.

My hope is that these adjustments will make things more consistent as I move forward.  Sorry for the wait.

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(Patrons Only) Rexx Remix34 - Assassin

This model needs some tuning but I am happy overall with the remix.

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