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Are you using displacement anywhere? That will push your memory into crazy land when using Vray. Why are you using realflow? If it's for the water you can do that with some simple noise maps in the bump slot. Cubicle can probably give you a better guide for tweaking render sampling settings, but one thing you can try in the global parameters is to limit the trace depth to 3. edit: hang on are you rendering in Rhino with Vray? That shits crazy.
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# ¿ Jan 10, 2009 00:20 |
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# ¿ May 13, 2024 23:34 |
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Yeah max is wildly poo poo with viewport performance. If you are looking for a card for that, just get a decent Geforce and save yourself over a thousand bucks. edit: The other thing about max's viewports is that it draws all of them at once unless you disable the inactive ones. The best thing to do is to just maximise one viewport and get used to flipping between views with hotkeys. Also learn how to get objects to display with bounding boxes, use layers as a quick way to hide things, etc etc. I always swear at max whenever I get something half complicated happening, YAY for learning houdini now.
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# ¿ Jan 10, 2009 19:52 |
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A5H posted:No I'm not using displacement as far as I know. oops I missed your reply somehow. Hrm not sure how to do water in vray in rhino, but generally it's just a flat plane with a bump map assigned to make it look wavy and a reflection type material (it's more involved than that to look as good as it does in the pic, but you get the gist). Rhino and vray would be kinda interesting, since Rhino is nurbs and I used to have a wonderful time trying to tesselate out to polys or use IGES for going to max. The renders came up nice though. Have a read through vrays sampling settings and start tweaking away: http://forums.cgsociety.org/showthread.php?t=565133 http://www.3d-palace.com/forum/3ds-max-forum/13351-speed-up-v-ray-rendering.html http://gnomonology.com/tutorial/62 Those are for 3ds max but I'd assume the vray settings in rhino are very similar.
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# ¿ Jan 18, 2009 19:03 |
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I can't remember if there's a specific vray fur thing, but I've seen people get good results with displacement. If you go any of those paths though your render times will be annihilated. My recommendation would be to do it in a seperate pass with everything else except for the surrounding walls deleted/hidden.
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# ¿ Jan 19, 2009 17:57 |
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Do tell how you got the anisotropy looking like that on the black stuff. I always have trouble tweaking that.
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# ¿ Feb 9, 2009 22:34 |
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International Log posted:Its just a heavily tiled noise map in the bump slot. Glossy reflections set to .7-ish. And a black diffuse color, that's all of the settings. Oh, well that would work. I guess you just have to be careful of noise creeping into the render there.
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# ¿ Feb 10, 2009 19:00 |
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Double that number if you want to include the Savannah campus. Yeah the fees are loving massive, thus the reason I'm leaving to do an internship. I just can't justify spending that much for a postgrad when I can get the same outcome through other means. Sorry SCAD.
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# ¿ Feb 11, 2009 05:52 |
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SynthOrange posted:That was quick Hein. Yeah, it was. To be honest I was there to get an industry hookup like that and it served it's purpose very quickly. So I'm happy about that.
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# ¿ Feb 11, 2009 21:41 |
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Haha maybe, apparently they have something in mind for me to work on- I find out what when I start on Tuesday. I'd say it'd be more a "oh that sounds cool to make, off you go then" and then I hunt down the appropriate developer when it doesn't work.
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# ¿ Feb 12, 2009 16:44 |
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International Log posted:Slap me in the face if i'm going out of line here, but wouldn't it be cool to have a 3d "gang" logo like all the other subforums have? I recommend that someone draws a cube in MS paint and writes 3D next to it. I'm seriously considering doing this for my next run of business cards :P
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# ¿ Feb 13, 2009 15:28 |
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3Delight is free and pretty powerful, though it's a REYES type scanline renderer, it has a raytracing engine but it's not really it's focus. The documentation for it kinda sucks though and it can be hard to get decent images, you may need to code your own shaders too.
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# ¿ Feb 14, 2009 20:26 |
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Nah you should be fine. The non commercial/free license from their website gives you 2 nodes, non watermarked. It's a good way to get familiar with the way Renderman does things too, but there are little differences that can be really annoying at times (since the documentation just isn't there regarding that).
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# ¿ Feb 14, 2009 21:00 |
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Ahh poo poo I saw this on CGsociety the other day when I was browsing. You are mad, MAD to do this in max, doesn't that amount of detail in the viewport make you want to kill yourself? ninja: I'm working on cloth stuff at SideFX, I can't say much about it but I'll put up some demos in about a month. Elentor posted:Thanks for the comments
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# ¿ Mar 5, 2009 02:29 |
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Sigma-X posted:What would he do it in that handles that amount of detail better? Oh I disagree, when you get over 300k it starts to lag whenever you want to even select vertices. They need to rewrite the viewport engine IMO. Pretty much any other package will handle it better than max, even sketchup probably. Rendering is not too bad but the godawful lag is just not worth it with general tasks.
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# ¿ Mar 5, 2009 04:18 |
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Yeah when I do anything in max with some amount of detail I seperate things out into layers. Makes it easy to hide stuff that you don't need. I still hate it though
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# ¿ Mar 6, 2009 00:12 |
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All of max just needs to be re-written, I could bitch for hours about how the software hasn't really gotten any better over the last 10 years in so so many ways, but I'll save that for when I'm next drunk with cg people.
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# ¿ Mar 6, 2009 01:10 |
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# ¿ Mar 6, 2009 14:24 |
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Rsugar posted:As someone who is semi-new to the Animation/Modeling software that currently exists, I realize that there are many to choose from. For the past two years, I've been using Maxon's Cinema 4d. While it is good for general modeling, there are few good tutorials or lessons for it. Many of them require plug-ins that cost money which I can't afford. I've been looking at 3dsMax and Maya, but those also carry an insane price. Can anyone recommend to me an alternative to C4D that doesn't cost me money I don't have? Houdini has a free learning addition available for download on their website, and it's node based like C4D. I won't lie though, it's poly editing and character animation tools aren't well developed as yet though. For making other cool stuff like things blowing up, particle effects and crazy procedural stuff it's The poo poo. I'm working on demo material for the new version so when v10 is released in around a month I'll pimp it here some more.
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# ¿ Mar 17, 2009 13:23 |
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^^^ Yeah seperating things into layers and being smart about it is the way to go, what did you use for the cloth in that anim btw, it's working well.Listerine posted:I'm sure you're restricted in what you can say about the upcoming version 10, but can you comment at all on improvements to poly modeling, and will they continue the apprentice HD for version 10? Yeeeah can't say too much about 10 but unfortunately the poly tools are still pretty horrible. I've been having probs with topology and their equivalent of doing smoothing groups like in max. I might hunt down the dev responsible for that area and give them a big list of the basic things that could be done better. They still work though and once you are used to the shortcut keys for zooming around and selecting it's OK. Yup apprentice HD 10 is going ahead as far as I know If you have the v9 HD I think you have access to the H10 beta but I might be mistaken. edit: International Log posted:So whats the learning curve on houdini? Always wanted to make awesome particle things, but when it comes to learning, i'm dumb. Well, I'm not gonna lie, you have to be pretty quick upstairs to switch to a procedural workflow if it's not what you are used to. Particles are actually pretty easy- they run nice and fast and so you get instant feedback. It becomes a little trickier when you need to govern how various forces interact with the particles- there is no tick box for "increase with age, up to a value of 10". The way you would do that is by typing code:
And if the force was acting too quickly over age you just go back and change it to code:
code:
code:
I can recommend these tutorials for you if you want to see how these things work: http://www.digitaltutors.com/store/product.php?productid=3431&cat=117&page=1 I'm doing a pretty big scene at the moment with about 1.2m polys being influenced by a sim. It's really cool that I can bundle up all these different systems in the one file and selectively look at different bits while working. It means I can really control my memory footprint when things get that size. Heintje fucked around with this message at 15:33 on Mar 18, 2009 |
# ¿ Mar 18, 2009 12:54 |
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On that note, in addition to the sideFX forums this is the other big place to talk about Houdini: http://forums.odforce.net/
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# ¿ Mar 18, 2009 20:00 |
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Join usssss. It's bliiiissssss.
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# ¿ Mar 19, 2009 14:15 |
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International Log posted:*head explodes* Aaaah I'm melting my brain on a daily basis. I like to think I'm getting smarter but I find myself trying to open doors the wrong way on a more regular basis. On the other hand when you pull off something mentally challenging and it looks freakin awesome it's fun to yell gently caress YES. (I just did that this afternoon, I'll point you at the renders when they are public).
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# ¿ Mar 24, 2009 22:41 |
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zeldadude posted:Thanks for the answer and tips, both of you. Here's something I've been working on today.. my first night shot. Still tons unmodeled and textures suck, but oh well. Lots of possibilities for lighting there, that basic blockout is going to be interesting, keep us posted.
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# ¿ Apr 3, 2009 22:35 |
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EoinCannon posted:Hinchu: Displacement maps don't always kill your render time. Like most things it depends on how you use them. If you don't have a lot of raytracing going on in the scene, displacement maps shouldn't increase the render time dramatically. Generally speaking, if you need to alter the silhouette use displacement, if not use normal/bump. It also depends largely on the base algorithm\type of renderer you're using. For REYES type renderers (renderman, mantra) that are heavily scanline based displacement is at almost no cost, though you do at times have to screw with the displacement bounds to get an artifact free result. It just goes ahead and does what you think it would do for the most part (yay for micropoly rendering). But with Vray and Mentalray which are more raytracing based, displacement can be a total bitch to tune up and get working, generally render times are substantially increased. Though it's only been a handful of times I really bothered getting it working properly so I'm no expert. It can also screw with your lighting models depending on what you're using with these renderers. When it DOES work and work well with Vray's lighting models it looks amazing.
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# ¿ Apr 6, 2009 15:17 |
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Hahahahaaaaa ooohhh autodesk, how can you make max worse. But did they fix the viewports?! That's the thing that has pissed me off the most about it.
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# ¿ Apr 6, 2009 21:32 |
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Nice work! props for finding that king of project in Adelaide
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# ¿ Apr 7, 2009 02:22 |
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Naaah I'd say Adelaide is more boring than Perth heh. What gets me is these FFC branches that throw govt money at film projects... AND give them tax breaks. Film is really just another business, why don't they fund things like games companies seeing as that's a bigger industry now? The best reason I've heard is that films have a cultural impact worth investing in locally, since if they are shot/set locally then they reflect that area. I suppose film has also been around a while, so they have had an opportunity to dig their nails in, unionise, etc etc. And great work on lighting that stuff, it polished up really nice. Now to get my rear end to work and see how my cloth sim went.
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# ¿ Apr 9, 2009 13:32 |
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Unexpected EOF posted:When I think overhaul, I think "tear it all down, rebuild." Not THIS: Baaahahhaa that colour scheme has been in there as an alternative UI for as long as I can remember, just not set as the default.
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# ¿ Apr 15, 2009 14:07 |
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Have a look through these, I've found them to be pretty awesome for quickly getting up to speed with rendering nice smoke/fire etc: http://www.allanmckay.com/tutorials.html
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# ¿ Apr 16, 2009 16:11 |
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Whoohoo Houdini 10 is out I can finally show you guys the cloth/deformation stuff I've been working on: http://sidefx.com/ten cloth vid: http://www.sidefx.com/images/stories/products/houdini10/06.mov The big things with the new cloth solver are plastic deformation and dynamic tearing, I've been working with the dev getting this stuff functional and demoed so ask away if you have questions. Some of my renders: (The cloth master multiplier is visualised as a point colour, red means stiff/resistant/damping and dark means more squashable) This guy was rendered using the physically based rendering system. It's pretty easy to get a nice looking image though at the moment very slow (which will change). With the v10 release we now have fluidFX on par or better with Fume, and can distribute the sims over a farm, there's a distributed render manager in the works and a bunch of other features you can watch videos about. woo. So, ask questions!
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# ¿ Apr 16, 2009 22:10 |
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What the christ, goons permeate every bit of RL it would seem. Sweet. Yeah pick my brain about car smashing, I might put some info up here later since it was fairly involved in some areas. I *might* do an LA class at some point if I'm over that way before SIGGRAPH this year.Hinchu posted:That's looks pretty sweet. That would be fun to do on a spaceship fight sequence! Hahaha yes. Yes they do. I will say no more. tuna posted:SideFX needs a new "toon" character because that one they keep using in demos and as an example is just . Aww cmon the little dude can't help the way he looks! I think I hosed up the shader on him with the build I rendered in, there's no occlusion (maybe). Will have to check that. Animation wise yeah, it didn't really come from that background and I'm not an animator so can't comment (another intern animated the toon rig). However- the curve editor pisses me off less than any other package's equivalent, and that is a serious boon. Yes it is. I loving hate curve editors. I haven't tried any rigging as yet but I have a feeling it will go OK, the good thing about houdini is that it pretty much does what it says that it's doing, so would take a lot of mysterious linking out of rigging. Here is the Stanford Bunny getting pwned from a previous test: edit: I made these yesterday, here is my old city growing out of the ground. I used a real world dataset I got from a job before so the buildings are within 30cm of real world dimensions. vid: http://www.msawtell.com/temp/initialTest.avi And here is some noise moving through a bunch of planes: http://www.msawtell.com/temp/awesome1.avi Heintje fucked around with this message at 17:22 on Apr 17, 2009 |
# ¿ Apr 17, 2009 15:23 |
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BigKOfJustice posted:You can adjust spring strength, if I recall it's similar to a cloth simulation. Mind you it'll only get you so far before you start having to hand tweak things. I haven't tried ncloth or the cloth from H9.5, but the new model is physically based and calculates sim results by taking a point and it's interconnecting topology, then measuring stretch, shear and bend for the initial substep. Then depending on how much it has deformed in those directions, it will introduce forces to sort of "push" the cloth back towards it's rest state, the strength of the force is defined by a stiffness parameter. As it loops through substeps it moves closer towards a more accurate result, then terminates and that's your frames result. Then there's other stuff in there like damping (how fast the forces diminish as they propagate from point to point in the topo), plastic flow threshholds (the point at which plastic deformation kicks in), plastic flow rates (how 'fast' the plasticy material will now adapt and remember it's new state), aaaaand a bunch of others to do with tearing, hardening etc. All those properties aren't just defined for the mesh as is, but are defined as a modifier to the stretch, shear and bend behaviours/measurements. So you can have things that don't stretch (ala cloth) but are very bendy. For the car it has a very, very high stiffness and damping, with some leeway in stretch, multiplied by the painted value which defines softer areas- that way the front gets smashed up and the body resists deformation. Back to my pftrack/syntheyes test. They make me want to hurt things... I have an OK track, it looks fine, but for FUCKS SAKE why is PFtrack loving up every export format in a fantastic way, and making crazy UV layouts for it's camera mapped triangulated royally hosed grids. It's a grid! It's not that hard. Now let me export the drat thing easily too. With it's texture, into a jpg. Yeah that's right. Ugh.
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# ¿ Apr 19, 2009 21:13 |
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^^^ PFtrack makes me want to kill things. Here is a frame from a camera mapping system I'm making up: And here the cloth picks up UVs constantly via the camera plane for the polys that are still sitting on the ground, and when they start moving it makes it static. It's a bit smeary but the theory is there: What this means is that since I have stored the frame that a poly starts to move off the ground, as an attribute for the points on it, I should be able to texture the polys with the frame sequence. That way I get the optimal camera map/texture as each poly leaves the ground. Plus I can go back and change the simulation and it will automatically do everything I just said. I can't believe this is (almost) working. ha. Heintje fucked around with this message at 21:32 on Apr 24, 2009 |
# ¿ Apr 24, 2009 16:18 |
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Here's a render with it working: At the moment it's only assigning a texture map on a per polygon basis, so there are some jaggies that you'll see on the edges of the 'path' as it floats up. I'm going to have to look at making some kind of insane interpolation thing to smooth that out. So what I have now is a camera mapping system that lets me point the camera at something, stick a plane there, gently caress it up and it automatically looks "correct" as far as mapping the texture onto the deforming stuff. Of course getting the lighting right, the track and blend thresholds are all another matter. I might be able to get the cloth to tear only on bits of the video that are of a lighter colour, thus the path automatically tears off. Heintje fucked around with this message at 01:03 on Apr 25, 2009 |
# ¿ Apr 25, 2009 00:53 |
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ACanofPepsi posted:I can't even begin to wrap my head around how you might have set this up, what software are you even using? I'm sometimes struggling to keep up with myself too haha. I'm using houdini, and starting to code my own operators that control how data is manipulated on objects etc. I should have a nice render out this week or so, I'm pretty much there with this solution apart from a few niggling problems.
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# ¿ Apr 26, 2009 16:02 |
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sigma 6 posted:This guy does amazing work. Whoa those videos are trippy, good stuff. Nah I'm just doing it to figure out how one might go about comping CG stuff into a live plate. I got a little preoccupied with the camera mapping technique but learning a lot getting it to work. I wouldn't worry about python straight up, just get into houdini as per normal and then get into VEX. Mainly because you can make vex nodes pretty much anywhere, and screw with point attributes on geometry and/or shader networks with it. Here y'go: http://www.sidefx.com/index.php?option=com_content&task=view&id=1235&Itemid=216 Oh, they reference python straight up, I should look into it Actually all the shelf tools are python scripts, so yeah it's good for creating nodes with various properties in an automated way. Anyway, this afternoon I felt like making the Earth, so I did:
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# ¿ Apr 27, 2009 02:02 |
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Yep, drop everything after :31 and put it on Vimeo, the work at the start of the reel is a lot stronger than the rest. For those that want to see the crazy camera mapping thing on the path, here is a test render: http://tinyurl.com/d4y86b
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# ¿ Apr 27, 2009 19:41 |
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Just run everything through after effects and put the glow filter on it
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# ¿ Apr 28, 2009 13:36 |
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Edmond Dantes posted:Heintje, sorry to bother you, but I would like to ask you some questions, is there any way you could contact me? (I don't have PM and I don't want to make you post any contact information you'd rather not). Yeah easy, emailed.
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# ¿ Apr 30, 2009 22:16 |
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# ¿ May 13, 2024 23:34 |
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Odddzy posted:
Daaamn, that is a good model. It would be great fun to comp it into a nice sky, poo poo flying around in the wind and a bunch of smoke and burning stuff. Just to tear things up in general.
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# ¿ May 2, 2009 14:45 |