View Full Version : portrait
alt_ligury
20-Nov-06, 10:34
Here one of my last work with Blender, it's a work modeling based on the study of a realistic portrait.
I made a report/tutorial for this job, but at moment, legends are only in french.
So if someone can help me to translate text in french -> english, It'll be a good thing for everyone. :)
- TUTORIAL - ORGANIC MODELING - REALISTIC PORTRAIT - (http://terrier.infographie.free.fr/index.php?id=412)
http://terrier.infographie.free.fr/uploads/pics/tutport_images/auto.jpg
wow! very realistic! only thing missing is SSS. 4 starts from me:)
Great modeling and texturing work. Only thing I don't like is the bump map on the lips. It looks too harsh.
free_ality
20-Nov-06, 10:58
I think the lips look fine, SSS would help a lot. A great piece overall. 4 stars
alt_ligury
20-Nov-06, 11:20
Thx for the comment! ^^
I tested many methods and scripts for the SSS, but with Yafray, only the vertexpaint of blender gave me satisfying results.
free_ality
20-Nov-06, 11:22
Ah, i didnt realize it was a yaf render..
Charlesworth999
20-Nov-06, 11:29
Amazing work... yet... there's one thing missing to make it 100% realistic... but I can't quite point my finger at it...
Ah well, terrific job! 5 stars! Let 'em come, those who say Blender's for kiddies.
very nice. even the pimple looks realistic. like CW said, there's something missing... can't figure out what though.
by the way, it seems to me that the head is just a bit too shiny. you might want to lower the spec a bit.
I voted 5 stars, but i agree on the others that there's something about it that gives it out that it's a CG, i just don't know what, maybe some of the more experienced artists would point it out. The clothes are looking very well.
As someone said the bump texture on the lips is a bit weird, but overall it's well executed.
Also thank you for your tutorial, although it's in french i can figure out the better part of it.
alt_ligury
20-Nov-06, 13:54
Thank's for your opinions. :)
For "realistics", in my tuto, I haven't mean's it's necessarily "photoréalistic", it's just for said: "it's not a toonshade!" just graphical job based on photo references, but maybe it's not the good word, or maybe I must do better.:D
Arf! I really need a translator!... :rolleyes:
That's really cool!
Can't wait for the English tranlation of the tutorial. I'll deffinitely have to do it!
5 stars from me.
Cuby
Great work!!! :eek:
But I think there's something strange with the eyes. It looks like they are looking several directions.
Beautiful render here. A bit more spec on the nose and forehead area would really help to sell this one a bit more. But that is all I can see that needs some tweaking.
BgDM
I think the only thing that keeps it from being super-realistic is the detail of bumpmaps and dark shadows where the eyes end. Very nicley done!
Brilliant work, very well done mate. The modelling and texturing is great!
Critics: I find the lips too bumpy, the ears too plastic looking and the hair less dense and too long. In my opinion if this fella would be placed more close the the shadow-recieving wall behind hem, the shadow would be more of a shadow instead of a unrecoldnisable tiny spock.
The tutorial is great and absolutely complete, hope somebody will translate it soon. My french is okay but not good enough to translate this thing correctly.
Take care.
Postmodern_Boy
20-Nov-06, 16:04
i wish i could read french. :(
enricoceric
20-Nov-06, 16:13
Great texturing job !
Very nice work.
Congrats
PS : Le tutoriel est très bien aussi :-)
frodo2975
20-Nov-06, 18:00
Great! 5 stars from me
i wish i could read french. :(
Plug that tutorial link into the bablefish translator: (under translate a Web page), pick french to english. It does a pretty good job. I had no trouble understaindng the translation.
http://babelfish.altavista.com/
Mike
Here one of my last work with Blender, it's a work modeling based on the study of a realistic portrait.
I made a report/tutorial for this job, but at moment, legends are only in french.
So if someone can help me to translate text in french -> english, It'll be a good thing for everyone. :)
Great job !
Any plans on animating it ?
The only really realistic human animations I've seen have been from 1) Jason Osipa's book "Stop Staring" (which includes a completed Maya model (that can be loaded into Maya PLE) and LifeStudio http://www.lifemi.com/ (there's a demo evaluation version available
If you feed your web page link to babelfish, it does a pretty good job of translating. You might want to just save the page it generates and post it on your site as a rough English translation.
http://babelfish.altavista.com/
Mike
paroneayea
20-Nov-06, 20:16
Wow. Fantastic looking... and I love his expression.
Five stars from me.
Postmodern_Boy
20-Nov-06, 20:53
Plug that tutorial link into the bablefish translator: (under translate a Web page), pick french to english. It does a pretty good job. I had no trouble understaindng the translation.
http://babelfish.altavista.com/
Mike
Thanks, I will try that.
Perhaps you migth find this offensive but with only a bit of Spanish (perhaps ninety days of study off and on) I was able to tell for the the most part what to do and how to do it.
Thank you for this tutorial and nice work on the portrait.
-albert
Don't know if this helps. I just used Googles language tools. Seems to do a good job.
http://www.google.com.au/language_tools?hl=en
Site translated: (French to English)
http://translate.google.com/translate?u=http%3A%2F%2Fterrier.infographie.free. fr%2Fwork%2Ftuto_portrait%2Findex.htm&langpair=fr%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools
awesome...thanks a lot for the tutorial too.
Check this out!!! Google just translated it for me in about 3 seconds!
Here's the English tutorial (http://www.google.com/translate?u=http%3A%2F%2Fterrier.infographie.free. fr%2Fwork%2Ftuto_portrait%2Findex.htm&langpair=fr%7Cen&hl=en&ie=UTF8)!
That's amazing huh!?
Edit: oops. Sorry, didn't realise Kordo had already said that.
great, 4.5 stars.
I see your problem: you need eyelashes, and around the eyes needs to be darker, with the slight folds of skin since the eyes are open.
really nice indeed. i'm not seeing very much spec. at all though...?
Wooow !!! oO
Your work is truly outstanding !! Félicitations !
And thanks for the great tuto, I've bookmarked it for later use. But I assume that even with a good tuto it's not as easy. Making the texture must be really hard too, even with photos.
Good work ;)
I see your problem: you need eyelashes,
I didn't notice the missing eyelashes the first time, but now that you mention, it, ya that would be a great improvement.
Means dealing with the deadly particles / hair guides or something I guess... which I'd be very interested in learning more about :)
Mike
Meta-Androcto
21-Nov-06, 05:33
Very very good. Others have pointed out some Small issues that are true.
One thing I would like to ask is did you model each side of the head differently? If you cut a photo in two then mirror the different sides you have two different looking people, as we are not at all symetrical.
It may be the lack of these natural human flaws that makes something look nqr. A common mistake in many cg works, that lead to models looking too real.
Anyway, this is one of the best 'Portraits' I have seen.
Stunning. You could easily enter this into an art/portrait competition and win! 5 stars.
Good job!
I'm most impressed by the fibre though. ^^
I would like to help translating your tutorial, but unfortunatelly I don't have any knowledge of French.
However, I think that with a bit of help from this comunity and with the google version, I think that I can put together an english translation. I'm going to open a wiki page tomorrow, so I can work on it little by little, and other people can join in too. I'm going to use the CGtalk wiki instead of the yafray wiki, so any blender user registered in cgtalk can help.
Regards.
paroneayea
21-Nov-06, 18:05
This tutorial is fantastic as well...
One part of it doesn't translate as well though. Am I understanding correctly that you use actual photos to texture the model? Interesting if that's so.
alt_ligury
22-Nov-06, 09:41
Wow! thank's again of your many and very constructive opinions about this job, it's great! :o :)
I'll try to answer at the maximum of questions and suggestions posted in this topic.
For the texture, yes, I used several photos of face parts assembled in photoshop, to have a maximum of skin détails in the color map. at start, I used a screenshot of UVmap model, then place all the skin patchs step by step and merge it to have linear ensemble.
http://terrier.infographie.free.fr/work/tuto_portrait/panotext.gif
For the lips and ear, maybe I can work more finely at the details, instead of simple bump map for the lips and eyelids, I'll try using displacement map, it would be better.
I've do eyelashes, it's visible in the tutorial, but I recognized it's not really visible in the scene. At start, I prefered use a lowpoly modeling with subsurf to simplify the tweaking work, but for the best placement of hairs, lashes and eyebrows it's not the best solution,
I think it's better to apply the subsurf, and work directly with highpoly model for the hair implants.
A good suggestion about face symmetry, I've already think about this, and for the modeling it's more easy to have two symmetrical parts, But I'll think to work to real expression with the shape keys. Not for anim (10 years to render it! :rolleyes: ), but to have collection of several expressions and phonems, and more asymmetric's and real topology than a simple doll's mod without expressions.
For the direction of the eyes, it's a trackto->empty function, but now you said it, OK, I think it's better to place the Empty further that that. (it's the special effect "fly on the nose" :D )
thank's again to all of your's, for your glance and comments.
Regards ;)
Alt.
Well, I've started, a bit messy atm. I'm going to include images the coming days. Feel free to colaborate:
http://wiki.cgsociety.org/index.php/Portrait
alt_ligury
22-Nov-06, 18:54
Well, I've started, a bit messy atm. I'm going to include images the coming days. Feel free to colaborate:
http://wiki.cgsociety.org/index.php/Portrait
Thank's a lot for this :) , I try to help you for this job, do not hesitate has to ask me if you want to complete some stages of this tuto, or if something is not clear.
At start, it's more report than tutorial, so maybe one or more points can be confused for some people.
Framedworld
22-Nov-06, 19:55
Truly am impressed! the skin seems a little dry though.... Ever think about lighting it with Just an HDRI?
alt_ligury
23-Nov-06, 06:48
Truly am impressed! the skin seems a little dry though.... Ever think about lighting it with Just an HDRI?
At start, it was, but my opinion has 3 point lighting + skydome, look better for volumétrics, even if the render seem less real than just .hdr map (better to for render time. Here, Hdri map was just used for reflexion!) ;)
Moved to the gallery.
BgDM
alt_ligury
24-Nov-06, 12:09
I'm going to include images the coming days...
Work/CGS-wiki-Portrait (http://wiki.cgsociety.org/index.php/Portrait)
Ok! I included images for "base" & "modeling", ( I'll finish to including images for the other chapters this weekend, don't worry about that! ;)
Maybe it 'll be better to focus on finest translation, or a personal improvement of this tuto (at start, the 2 parts who include images).
I think It'll be really nice if it can became à real collective and evolutive project! :)
alt_ligury
24-Nov-06, 20:19
Ok!, I finished uploading all tuto pictures...:p
Work/CGS-wiki-Portrait (http://wiki.cgsociety.org/index.php/Portrait)
Your english doesn't seem bad to me, you can always use online translators. But looks nice :)
Now that's a portrait
digiman
Wanted Bob
27-Nov-06, 18:36
Awesome job! Sweet tutorial as well, had a look at that. Looks quite complex.
Very nice Alt :)
Réalistic mode ;)
5star for you
Wow, looks excellent. One question, how did you texture the clothing?
y'know really the only thing i would complain about is the "point" in the hair at the top left...but i only just noticed that and it doesn't really hurt it much.
Scepter1987
01-Dec-06, 16:00
If You want to see an english version of the tutorial, go to google and search for terrier.infographie.free.fr/work/tuto_portrait/index.htm
When it comes up with the result, click, (Translate This Page)
and you will have english version. :-)
If this is a double solution, im sorry, Just trying to help. :-)
-=Scepter1987=-
Somhow this great image reminds me a bit of the Half life 2 stile characters!
Looks absolutly superb!
Somhow this great image reminds me a bit of the Half life 2 stile characters!
Looks absolutly superb!
Lol, that is exactly what i though too.
Still excellent, is I have already said.
FuzzMaster
02-Dec-06, 20:16
Very cool. I'd translate but I have very limited french :/
Well, here's my rough cut at translating the first two sections. It's pretty much a line by line translation, so there shouldn't be too much trouble matching it to the images.
Great tutorial, by the way. The bezier curve outline is a stroke of genius.
1 – PREPARE TO BUILD THE MODEL
First off, you'll need several views of the subject as references for building the model. You'll want at least:
a ¾ view, which will be an approximation of the final image
two reference images, side view and front view, which will be references for modeling
[Note: when photographing these two images, place the camera as far as possible from the subject, use a zoom lens, or better still, a telephoto lens. The goal is to make an image as close to an orthographic view as possible. ]
A small side note regarding reference images in the 3D window:
The image or blueprint can be placed directly in the 3D window by using background image. The blend slider controls the transparency of the image, and Size/XY Offset controls the size and position of the image within the 3D window (The background image will not show up in the rendered image.)
To start off, we will make an approximate outline from the front and side views using a bezier curve.
This outline will not be incorporated into the model itself, instead it gives us the contours and principle landmarks of the subject's face, before we begin to make the actual model, something like a 3D mock up (this little trick saves an enourmous amount of actual modeling time.)
For bezier curves
press E (Extrude) to create a new point
press S and R (Scale, Rotation) to adjust the curve
(select the 3D option to allow a 3D curve)
A look at the final outline
2 – MODELING
We are going to start making the actual model.
In what follows, I want to make clear that this is not the only way to model, this is more of a description of one way to work, rather than a univeral technique. Everyone will work according to personal preferences and taste.
For this model, we will start with the right side of the face, later we will duplicate this half then join the pieces to make the complete head.
So, place a vertex (add a plane and delete three vertices using X) and extrude it following the contour (the bezier curve) of the eye in front and side views. Close the loop by merging the first and last vertices (Alt+M) (merge)
This is how we make the first edgeloop for the eye.
Next, switch to edge select (Ctrl+Tab), then select the whole edgeloop using Alt+LMB, then extrude (E) toward the outside, and here is the beginning of our mesh.
After this, we will do two operations:
apply a subsurf modifier
Recalculate the mesh normals toward the outside (Ctrl+N) if needed (to draw normals, switch to face select mode (Ctrl+Tab) and select “Draw Vnormals”)
The subsurf modifier will automatically reposition vertices. We choose to do mesh modeling with this modifier turned on. Be aware that moving each vertex has an automatic effect on neighboring vertices. This requires constant repositioning of vertices to stick close to the references (the mock up and/or the background images)
Repeat the operations (Extrude and Adjust) as many times as needed to get the contours of the eye and mouth.
The technique of using concentric edgeloops, basically for the orifices in the head, allow modeling that fits the subject and has no triangular faces, which eliminates problems of distortion or irregularities in the mesh, especially when working on facial expressions, and/or eventually animating the model.
We continue modeling by adding the bridge of the nose and the cheeks, following the mock up. For this we use, among others, these tools:
make face (F) makes a face from four selected vertices
Rip vertices (V) detaches faces from each other
Extrude (E) for extruding edges, faces or vertices.
The goal is to get close to the general form of the subject's head while using as few four sided faces (quadrilaterals) as possible.
The next image shows modeling the nose (and an edgeloop for the nostril)
Then the attachment of the upper lip to the cheek.
In this type of modeling, it helps to pay attention to the number of vertices in each edge loop in order to avoid holes or mismatches when attaching different parts of the mesh.
Next we look at modeling the back of the skull
Then the ears, always following the edgeloop principal, but this time working from the exterior of the ears toward the interior auditory canal. (Note that to follow the forms of the cartilage, you may have to add or remove faces, but always try to avoid making triangular faces.)
We now have half of the complete portrait
Now, (in Edit mode/Vertex select (Tab/Ctrl+Tab)) duplicate this half of the portrait.
select all (A), duplicate (Shift+D) then mirror along the x axis (Ctrl+M, choice 1)
Move the duplicated half of the head to the original half so it touches along the center line (G + X) then select all the vertices along the joint on both sides (Alt+Shift+RMB), then use the scale X tool (S+X) moving from the outside towards the joint, in such a way as to exactly superimpose the vertices on each other.
All that's left is to stick the two parts together using the command “Remove doubles”.
Duplicating and mirroring will invert the normals of the second half of the portrait (you'll see a black line after the remove double operation) so you need to recalulate normals outside using the command (Ctrl+N)
Here is the completed portrait model
youngbatcat
03-Dec-06, 14:44
anyone have a mirror for all of the images? a bunch wont load
Orinoco, thank you for your translation, It has helped a lot, I've already incorporated it the document.
youngbatcat, try by reloading the page.
yeah the bezier curve thing is much better than trying to draw in edgeloops in the reference pics...
but i don't know why i haven't heard of the weight-painted particles method until now...! that's just awesome and a great help.
Orinoco, thank you for your translation, It has helped a lot, I've already incorporated it the document.. Glad to help. Here's section 3
3 – TEXTURES
Now let's put some textures on the model
Before we get into UV Mapping we want to cut the mesh using the command Mark Seam (Ctrl+E choice 1)
Once that's done we go on to the UV Image Editor and UV face select mode and unwrap the mesh using the Unwrap command (U)
We then set out to arrange the UV net to cover the surface that we will use for textures later on.
Some useful tools for working with UV nets
(V) join adjascent vertices
(O) plastic deformation of the UV net
(P) Pin, allows fixing vertex locations, and deforming the entire UV net proportionally (Select “live Unwrap Transform”)
Once this is done, take a screen shot of the UV Image Editor window, or use the script that saves the wire frame as an image file.
This image will be used as a base to make the color map texture.
We can go directly to making the actual color map texture.
To do this, we need an image editor such as Photoshop (or Gimp) and a series of detailed photos of the subject from as many different angles as possible, to get as much detail as possible down to the level of skin pores.
We assemble these images in our image editor using the UV mesh image to position the pieces correctly.
There are no magic formulas for this operation, just painstaking cutting, assembling, fitting and filling in missing pieces, erasing shadows, toning down the hair, until we get a usable texture.
Then it's back to Blender, and we put the texture on the model using the appropriate mapping coordinates.
The UV net may need some tweaking to fit the texture to the mesh perfectly.
One the color map is in place, it can be used as a base to make both the Normal map and the Specularity map
As before, there's no magic tricks, just close observation of the subject and a lot of testing to see what looks the best when rendered.
A little peek at the button panels
Regarding SubSurfaceScattering SSS for the semi-transparent spots such as ear cartilage, we use vertexpaint using a very dark (almost black in fact) red color with a very light touch of red that's a bit more intense on the translucent spots.
Don't forget to select VColLight in the materials editor panel (and in XML if you're going to render in Yafray)
alt_ligury
04-Dec-06, 07:43
Glad to help. Here's section 3...
Big thank's to you, I updated the wiki :)
Somhow this great image reminds me a bit of the Half life 2 stile characters!...
hu! hu! ^^ love that! :rolleyes:
charliemcf
04-Dec-06, 18:28
same, half-life 2 likeness, very good!
i might do one myself
Section 4 and 5
4 – LIGHTING, SHADOWS & REFLECTIONS
To light the scene, we use two lamps, a spotlight and a GI skydome
Here's a small trick to point the camera at a fixed target and to get constant lighting regardless of the camera angle
Add an empty in the middle of the objects in the scene (Camera_target) and assign a Track To contraint Camera_target -Z, Y to the camera
Then the camera will always point to the center of the scene, no matter where its positioned
Next add another empty (Lamp_target) and add a Track To constraint Camera -Z,Y.
All that remains is to parent the three light sources to Lamp_target and the lighting will follow the camera when the camera is moved.
We also use an HDRI map for the reflections: beach_probe.hdr
5 – HAIR
To make the hair and the beard, we use a static particle system emitted by the mesh. For this we add a second semi-transparent material which will be used only by the hair and beard particles.
After roughly selecting the part of the mesh that will emit particles and making it a vertex group (hairs), we will procede to weight paint mode in order to specify the density and detailed location of the particles.
Then we use curve guides to make the particles move in the desired direction and thus determine the direction and length of the hair on various parts of the skull.
A screenshot of the hair
(I recommend, seeing the enormous amount of system resources used by the particle system, that testing be done with a Disp setting (% of particles shown on the screen) as low as possible)
Thanks a lot Orinoco, I've already added that part.
Alvaro.
there is only the last paragraph left, I don't know how to translate it into english, it is a bit difficult to me.
http://wiki.cgsociety.org/index.php/Portrait
Alvaro.
alt_ligury
08-Dec-06, 07:55
there is only the last paragraph left, I don't know how to translate it into english, it is a bit difficult to me..
Don't worry about that, I decided to remove it.
It's just a small speech about time render compared/ power of CPU/Ram (I've made this work on a real old and small CPU/RAM machine,and rendering time was very long, but it's not really important)
Thank's again Orinoco and Alvaro for your work, it's really very nice! ;)
I swear to god that is a portrait of my pe coach. So wierd it's cool.
art_ligury: congratulations, in one of the last CGnewsletters, I saw a link to your tutorial. CGsociety's loving you!! We are too. Great work.
art_ligury: congratulations, in one of the last CGnewsletters, I saw a link to your tutorial. CGsociety's loving you!! We are too. Great work.
Yep, it is here:
http://features.cgsociety.org/newsletter/newsletter.php?id=282 cgwiki section
Congrats!
Alvaro.
alt_ligury
13-Dec-06, 12:55
Congrats to you, it's also your job!... ;) (and all of them who gave some help and time to translating this report :) )
Hunkadoodle
17-Jan-07, 01:15
alt_ligury, I am sorry that I don't speak French, but I have a question about how you got your hair material to be associated with only your hair particles and not your head mesh. On my model, I created a vertex group that is roughly where the hairs will be emitted, but I can't for the life of me find out how to assign my hair material to the particles that come out of it. Thanks for your help! Your tutorial is an inspiration!
p.s. I don't want to hijack alt_ligury's thread, so if anyone else knows how to do what I am asking, just PM me. Thanks!
bugman_2000
17-Jan-07, 08:34
Really fantastic work. Thanks very much for this tutorial.
zimbloggy
17-Jan-07, 15:36
great job! it would be great if video games came out with that level of detail. but they don't.
I found this site:
http://wiki.cgsociety.org/index.php/Portrait
I don't know if anyone else knows about this site, but it is a better translation than babelfish.
Hi, I'm now dive in modelling in Blender and never find a tutorial rich on examples and conteudo, I'm want some day to modelling as you....Congratulations!
Hi,
Magnifique! What a piece of art and thank you for the tutorial. Let's see if I can make something of my own head............
In PS I added a blurred white dot in both your artificial eyes. A reflection on the eyes in Blender. Hope you like it.
Greetzzz,
Helen.
Whoa-nelly! That is cool, alt_ligury! Wow! I am perplexed and speechless. I think I'd need a brain transplant to be able to model like you and Len. Maybe stem-cell treatments could help me?
ITS HIS EAR! i found it! i found why it looks CG! it his ear! his ear isnt as well done as the rest of the face.
good work by the way.
The mode is great I've recently been working my way into organics lately. Theres only a few small details I see. It looks like the texture might be streaching some at the forehead area just above the eye brows. Also the eye brow texture seems to run into the eye lids.
Maybe a few wrinkles on the eye lids would help too. All in all though very nicely done.
Wow! Love it!!! I just noticed something -- the lips look a little dry. Or is that the real thing? I wish I could turn one of these oil portraits (http://www.portraitkingdom.com) into something like that.
TweakingKnobs
05-Oct-07, 11:18
yes very good , but i think that guy is about to suicide. :confused:
Leonardo812
02-Dec-07, 20:28
Wow. That is incredible.
Ear is looking a little funky, though - like it's different from the rest of the skin.
Wow i wouldn't want myself to look so realistic I probably would cry.
Looking at this very well done image, I have two suggestions where improvement might be made.
1) The eyes need a little more work. Perhaps a bit more spark to the specular highlights.
2) The line where the upper lip area (moustache location) joins the actual upper is too sharp, a softer join might be in order.
Again, a most excellently executed portrait, kudos to you.
Framedworld
05-Dec-07, 16:58
how about a .blend file?
[sSs]Bison_Boy
05-Dec-07, 21:01
Hi I am new to Blender and I am inspired by your portrate and tutorial!
If I may add my observations that I have not seen in this post:
1) No one has glasses that are that clean and free of reflection - atleast blur or grey the lenses.
2) Your hairs are too dense, they need to be more translucent and with more varied colors and highlights, some should even be blurrred IMHO.
I especially enjoyed your tutorial, very well done with just the right ballance of words and images, thank you!
Excellent piece, very realistic. I can't wait to get an English translation for that tutorial, it looks really informative.
This portrait is truely amazing!
Merci d'avoir réalisé un tutoriel aussi complet dans la langue de Molière!
Looking very nice portrait. (http://www.paintyourlife.com/)
http://wiki.cgsociety.org/index.php/Portrait?textlink
This is the best tut ever dude and i DID NOT KNOW THE MAKER OF IT WAS ON THIS FORUM =).
DUDE you impress me highly in a way no other blender has =)
Graphics like that are what people expect to see on consoles VERY darn impressive... i envy such ability xD
linuxpimp21
06-Apr-08, 11:32
that looks good i'll have to try the tutorial at some point. Hope babel fish does a good enough translation.
dusty ghost
29-Apr-08, 09:01
Very impressive! It really shows what can be done with Blender!
afro.thunda
14-Jul-09, 03:00
jfil;sigfojf omg spazizm that was so good
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