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General => Image Sharing => Topic started by: DocCharly65 on September 15, 2015, 06:42:05 AM

Title: suburban road
Post by: DocCharly65 on September 15, 2015, 06:42:05 AM
A WIP for you from (almost) the beginning...

In my eyes I already can see all the houses on the right, the meadow on the left, a busstop somewhere...

The road is (except the manhole) only shaders... and hundreds of cubes again (this time they are curbstones)  ::) ;D
The road will be 1500m long and the Viper is the complete road to fly... much to do...

[attach=1]
Title: Re: suburban road
Post by: Dune on September 15, 2015, 09:28:31 AM
Looks good, but why cubes? Procedural displacement (simple shape, with some regular interval) is perhaps just as easy or easier?
Title: Re: suburban road
Post by: bobbystahr on September 15, 2015, 10:22:05 AM
Quote from: Dune on September 15, 2015, 09:28:31 AM
Looks good, but why cubes? Procedural displacement (simple shape, with some regular interval) is perhaps just as easy or easier?

Agree...all those cubes seems a lot of work that needn't be done to me as well.
Title: Re: suburban road
Post by: DocCharly65 on September 15, 2015, 11:01:11 AM
You are both right. :)

of course it's less hard work as you think... copy - paste - move 6 units in direction x - drop to ground...
But later it's a just to heavy "Object-Management"  ;)
But in fact for me it's time to learn something new.

Good suggestion, Ulco - I also had the idea with the shape, (The road, the lines and the sidewalk are based on shapes)
At the moment I just have no concrete idea how to do the regular interval. Very deep in the back ob my brain there are some ideas. Perhaps I can test some things tomorrow.

At the moment I can rest a bit and take enough time, because all except one TG-licences are rendering and about 3-4 animations are waiting to start. (2020 is coming closer and closer  :o ;)  )
Title: Re: suburban road
Post by: Dune on September 16, 2015, 03:38:41 AM
Regular interval can be done with a sinus function. X to scalar, some divide or multiply to get the distance right, sinus.... color adjust, or clamp something. Something like that. But your road needs to go south or west, or you'd have to use a rotation as well.

EDIT: quick experiment. The add scalar can probably be done with a neater solution for a nice gully between the sections, but I'm not a mathematician.
Title: Re: suburban road
Post by: DocCharly65 on September 16, 2015, 07:47:27 PM
Sorry Ulco, I did experiments almost the complete night. But in the morning I gave up...
Too tired and a little frustated that I didn't get anything to work via functions I found a solution without functions today... and not one cube - I promise!
But I experimented with Quick_Vori_Cracks by Mr_Lamppost. Functions are still not my world but some little ideas worked...

Next step this evening was a general check of the dimensions with some achive3D.net-Objects and the nice girl from Andysocial's post...  ;)

[attach=1]
Title: Re: suburban road
Post by: yossam on September 16, 2015, 08:08:24 PM
Really nice..............I'll be watching.  ;D
Title: Re: suburban road
Post by: Dune on September 17, 2015, 02:35:19 AM
Looking really good. So what did you use for the verge? BTW, I would warp the cracks a little (more). But if this will also be a fast flyover, don't bother  ;)
Title: Re: suburban road
Post by: DocCharly65 on September 17, 2015, 03:02:36 AM
Thanks :)
Perhaps I will play a little with the cracks... for adjusting my learning curve - but as you say... ;)

The curb stones? -- I took advantage of the absolutely straight road in the X direction...
Many parts of this tgd-file are populations bounded by shape shaders and spacing variation set to 0.

The curbs and the telephone poles needed some additional lean effect so that the ends touch reasonably clean, because the plane is slightly curved in reality.
Title: Re: suburban road
Post by: Kadri on September 17, 2015, 03:43:12 AM

Looks nice.
Title: Re: suburban road
Post by: Hannes on September 17, 2015, 09:25:31 AM
Looks really good! I guess you used the same girl twice for testing purposes. She looks great.
And fleshy! ;)
Title: Re: suburban road
Post by: Dune on September 17, 2015, 09:31:31 AM
And she's ready to be picked up  :P
Title: Re: suburban road
Post by: kaedorg on September 17, 2015, 11:12:27 AM
Quote from: Dune on September 17, 2015, 09:31:31 AM
And she's ready to be picked up  :P

I would suggest to replace the flowers with a teddy bear.
Signal for children crossing and if a building (school welcome).
Otherwise Ulco will lose concentration on his rocky compositions  8)

David
Title: Re: suburban road
Post by: DocCharly65 on September 18, 2015, 03:19:17 AM
 ;D nice comments!  :)


To avoid that you all lose all the concentration, I rearranged the image to a more mystic version...

Twins or Twilight Zone? I wouldn't trust both... But how would you feel, if you meet yourself waiting next to a cornfield?  :o :o :o

[attach=1]


And if there is any image predestinated for stereoscopic 3D  -  This one is surely!

[attach=2]

You will need the blue-red-glasses again.
At home I'm rendering a 4000px version at the moment. Left eye tonight and right eye tomorrow (I hope so)

But which I am most proud of, is the new telephon/power cables... last night I learned how to stretch and bend a cube in Wings3D... You could say a kind of midnight Wings3D-Yoga  ;D

But seriously! The original model was a disaster!

Old:
[attach=3]

New:
[attach=4]

Title: Re: suburban road
Post by: archonforest on September 18, 2015, 06:16:41 AM
Wow this cool!
Guess u put the other girl into the focus purposely right?
IMHO I would take out the car and the girl from the dof zone and blur the rest.
Title: Re: suburban road
Post by: Dune on September 18, 2015, 06:37:29 AM
I have to get myself some of these glasses. Good work on the lines.
Title: Re: suburban road
Post by: DocCharly65 on September 18, 2015, 06:49:30 AM
Thanks  :)

You're right, the girl at the telephon pole is intentionally focused.
The viper and the girl in the foreground are intentionally out of focus.

The result is a slightly troubling effect: A girl gets out of a car what is just real life - could happen. This ordinary life you're forced to ignore - you can't focus it. The girl at the pole seems strange - what's her business here alone? - why does she look identically? - why is she focussed? - is she real? - which role does the scarecrow play?

If you ask me... I would not get out of the car there  8) :o 8) :o

...and all in broad daylight  :o




Oh, Ulco... You came in, while I was answering archonforest  :)

Yes. That will be helpful. I hope the 4000px-version looks good and is worth it.
Title: Re: suburban road
Post by: Dune on September 18, 2015, 06:50:14 AM
2020, huh?
Title: Re: suburban road
Post by: archonforest on September 18, 2015, 06:57:16 AM
Quote from: DocCharly65 on September 18, 2015, 06:49:30 AM
Thanks  :)

You're right, the girl at the telephon pole is intentionally focused.
The viper and the girl in the foreground are intentionally out of focus.

The result is a slightly troubling effect: A girl gets out of a car what is just real life - could happen. This ordinary life you're forced to ignore - you can't focus it. The girl at the pole seems strange - what's her business here alone? - why does she look identically? - why is she focussed? - is she real? - which role does the scarecrow play?

If you ask me... I would not get out of the car there  8) :o 8) :o

...and all in broad daylight  :o

Gotcha. Like a real movie! Cool.
Title: Re: suburban road
Post by: DocCharly65 on September 18, 2015, 06:59:39 AM
 ;D

In 2020 we have Terragen 5.2 with animating hologram and I will need a geriatric nurse to help me switching on the PC...  perhaps a nurse in a red dress???  :o ::)

;D
Title: Re: suburban road
Post by: Hannes on September 18, 2015, 07:48:09 AM
Quote from: DocCharly65 on September 18, 2015, 06:49:30 AM
what's her business here alone? - why does she look identically? - why is she focussed? - is she real? - which role does the scarecrow play?

...and why is she so incredibly fleshy?
You wanted to avoid us losing concentration. Showing her from behind is probably not the best way... ;) ;) ;)

Looks really great!
Title: Re: suburban road
Post by: Dune on September 18, 2015, 12:27:24 PM
Yeah, bring it on, Hannes.
Title: Re: suburban road
Post by: otakar on September 18, 2015, 01:39:40 PM
Ha! That model certainly begs attention. Great project, will follow. That render with the camera behind the lady is already fantastic!
Title: Re: suburban road
Post by: DocCharly65 on September 19, 2015, 05:57:26 AM
Ok... the PC can go on with the desert now... the 4000 x 2250 px Twins are ready

The right eye image.
[attach=1]

The anaglyphig 3D image (red cyan glasses needed)
[attach=2]

The good thing of a 4000x2250 px render: You get more nice 3D views:
[attach=3]



Have a nice weekend alltogether ... and don't trust twins of you, waiting on a lonesome country road  ;) 8) :o
Title: Re: suburban road
Post by: Hannes on September 19, 2015, 08:03:23 AM
Really beautiful!!
One question: do you have separate right and left images? If so, could you post them? I don't have those colored 3D glasses (and I don't really like them, because the color information gets lost), but I love crosseyed viewing. If it's not too much work for you...
(Do it! Do it! Do it! Do it! Do it! Do it!)  ;) ;) ;)
Title: Re: suburban road
Post by: DocCharly65 on September 19, 2015, 08:40:16 AM
No Problem  ;)

After extracting the zip-file you find the jps-files of both images.
You can open a jps image using xnview or irfanview using "open file with"

Best view is of course a 3D-TV. I use a LG-TV and Acer 3D Monitor. But I must exchange left and right.

[attachurl=1]
Title: Re: suburban road
Post by: Hannes on September 19, 2015, 10:50:40 AM
Thanks, Nils!! Had to flip right and left to view it crosseyed. Looks great!
Title: Re: suburban road
Post by: Kadri on September 19, 2015, 10:56:39 AM

Looks nice.
Is the DOF postwork or Terragen ?
Title: Re: suburban road
Post by: DocCharly65 on September 19, 2015, 12:27:10 PM
It's Terragen, Kadri.

I try to use postwork as seldom as possible.
Title: Re: suburban road
Post by: Kadri on September 19, 2015, 12:39:53 PM

Thanks.
Title: Re: suburban road
Post by: DocCharly65 on September 22, 2015, 07:28:12 AM
Step by step ... back from the mystics to the "real life"  ;)

The road has over its entire length some repaired places now.
The background hills have "displacement-trees"
The first bus station and some more stuff is implemented.
Models found on archive3D
The Busstop road-sign was a bit more work but I wanted a special one - Hope the bus driver will accept  and stop  ;D

[attach=1]

[attach=2]

Surely I will go on tinkering on the left side at every ingenious brainwave...

In the coming weeks I will have to start the right side:
1.5 km Land and Housing... many models to check.

I think it will grow a bit like a real suburban area... first house... next neighbour... perhaps a little store...
All depending on my mood. In this way, it should be a varied neighborhood.
Title: Re: suburban road
Post by: Kadri on September 22, 2015, 09:59:43 PM

Looks good.
Title: Re: suburban road
Post by: archonforest on September 23, 2015, 03:02:11 PM
Yeah cool.
Title: Re: suburban road
Post by: fleetwood on September 23, 2015, 03:20:00 PM
Enjoying the surreal aspect of these. I'm thinking this area is an elaborate construction designed to attract new sacrificial victims for the Children of the Corn.
Title: Re: suburban road
Post by: DocCharly65 on September 27, 2015, 08:32:58 AM
The first small continuation for today...

I decided not to build a complete row of detached houses on the right. At first just an acre, a farmhouse and in the far left:
The Company!  8) ... we'll visit it tonight (I think so)

But for the moment only the next step:

[attach=1]

The 3d-Anaglyphic Version for "Red-Blue-glasses":

[attach=2]

...and the jps-stereofile for 3D TVs or cross-eyed watching (already inverted L/R for most TVs):
[attachurl=3]



Edited 02:37pm
And tonight (I hope so) you can see, what is floating over the street in the far...  ;)
I added this comment, because I am sure, someone will ask, what it is...  :)
Title: Re: suburban road
Post by: Dune on September 27, 2015, 09:25:24 AM
Nicer and nicer it gets.... how about some dirt and oil from cars on the road? Black smears and the occasional garbage dumped.
Title: Re: suburban road
Post by: DocCharly65 on September 27, 2015, 01:02:45 PM
What can offer, Ulco, is some stripes of used look of the street... But this must wait, because there are many more things to add. And I must be caraful not to make the tgd-file, populations, eg. too big. I already cannot work on this file on my smaller PCs.  ::)

But for today we finish the session with:

"The Company... or: The real reason for increasing amount of traffic accidents"  :P

[attach=1]

The anaglyph version:

[attach=2]

And the jps for cross eyed view:
[attachurl=3]



edit:
Sorry I forgot to mention the new "protagonists" from scify3D.com
The "speederbikes" had to wait a long time in a folder on my HDD but I already used them once... perhaps you remember.
Title: Re: suburban road
Post by: DocCharly65 on September 27, 2015, 10:54:25 PM
Quote from: Dune on September 27, 2015, 09:25:24 AM
Nicer and nicer it gets.... how about some dirt and oil from cars on the road? Black smears and the occasional garbage dumped.

Ok Ulco, a little oil and tire abrasion...

And especially for you  ;) garbage collected in the garbage container on the right...  ;)

[attach=1]

I have seen at the moment that unfortunately I have to move the grass on the left side a little because it grows through the curb stones... Big re-population  :P
Title: Re: suburban road
Post by: j meyer on September 28, 2015, 12:45:42 PM
Aha,the other Viper,so my eyes didn't fool me. 8)
Wonder what will happen when they meet.
Title: Re: suburban road
Post by: Dune on September 29, 2015, 03:53:32 AM
Extraordinary, Nils. I like the lighting also very much, especially in the 'confrontation' shot. Extra low tin cloud?
Title: Re: suburban road
Post by: DocCharly65 on September 29, 2015, 10:24:13 AM
Thanks  :)

Ulco, I just used an ordinary cirrus layer but 3.2 haze density with low sun (should show app. 4.00 pm ambinence)

At the moment I increase invironmental stuff and check different camera positions for the animations... fortunately I found a nice Town city tile on TF3DM.

[attach=1]

[attach=2]




Title: Re: suburban road
Post by: Dune on September 29, 2015, 11:20:00 AM
What more can I say.... 
Title: Re: suburban road
Post by: inkydigit on September 29, 2015, 05:45:46 PM
this is awesome.... can't wait for the next ones!
:)
J
Title: Re: suburban road
Post by: DocCharly65 on September 30, 2015, 03:37:52 AM
Today some last camera checks for a while... I want to do a few refinements (dirt on the speederbikes, and on the right side of the company I need a big place for the "showdown"...). and all the "Viper in the desert-animations" are still to be rendered with the moving dust.

Here you can see that I found a little mistake in my strategy using endless merged shapeshaders with "add A to input". Result was some lifted surfaces. Most of them I could repair but one was too complicated so I changed the environment a little bit and used it as a pedestal and put a bull statue on it  ;) :

[attach=1]



Testviews from the corn field to the street:

[attach=2]


First time since long time with DoF again:

[attach=3]


Just another testview on village , abandoned church and bikes with very low camera:

[attach=4]

Last but not least just a byproduct. I don't think there will be a scene with the church in the animation but the view was too beautiful to throw it away (in my eyes)

[attach=5]


Title: Re: suburban road
Post by: Dune on September 30, 2015, 04:35:53 AM
These are all so nice. Very 'ordinary' but becoming strange due to the flyers, great stuff! I like the church, is it a ruin? looks like it. Perhaps you can place it beside the road somewhere, so it will be flying past in the movie?
Title: Re: suburban road
Post by: TheBadger on September 30, 2015, 07:26:23 AM
Get to use my 3d glasses again! Thanks.  8)
Title: Re: suburban road
Post by: DocCharly65 on October 02, 2015, 02:57:59 AM
Quote from: Dune on September 30, 2015, 04:35:53 AM
These are all so nice. Very 'ordinary' but becoming strange due to the flyers, great stuff! I like the church, is it a ruin? looks like it. Perhaps you can place it beside the road somewhere, so it will be flying past in the movie?

:) I will move the church more to center stage, Ulco. In fact it's a ruin from "azlyirnizam" I found on TF3DM.

To let the church act appropriately I did some renders without the scify-stuff. Also I needed a new plausible eye-catcher for the place, where it was placed befor, so I put a watertower there. First I tried a highway and a big highway bridge but it did not look adequate. There are some other experiments I did like replacing the cornfield by a meadow. Some european beech trees didn't work because the're too mighty in my eyes...

Hope you enjoy  :)

[attach=1]

[attach=2]

(The DoF is postwork in the last picture because with DoF I got 3-4 times longer render-times)
Title: Re: suburban road
Post by: Dune on October 02, 2015, 03:01:36 AM
Goodmorning, Nils. Cool renders again!
Title: Re: suburban road
Post by: DocCharly65 on October 02, 2015, 03:17:09 AM
Thanks Ulco  :)
Was your good suggestion...
Title: Re: suburban road
Post by: Kadri on October 02, 2015, 08:42:46 AM

Looks good (i feel like i am subscribed to saying that :) ).
Title: Re: suburban road
Post by: DocCharly65 on October 04, 2015, 02:47:23 PM
Now only one of Ulco's monks is missing... but he would weep over the neglected land...  :D

Was not so easy to add the pond so late in the working progress but for later animation I think it looks ok.

[attach=1]


Not for the animation but just to have my first a bit more dramatic render:

[attach=2]


and 3D anaglyphic:

[attach=3]

Unfortunately the jps is too big for this post. I can add it in a later post if needed.
Title: Re: suburban road
Post by: Dune on October 05, 2015, 02:54:08 AM
He just hung himself in the church  :-[

Awesome render, Nils! I like that pool very much.
Title: Re: suburban road
Post by: Kadri on October 05, 2015, 12:48:56 PM

Looks great.
Title: Re: suburban road
Post by: archonforest on October 05, 2015, 01:05:13 PM
Great renders here.  ;)
Title: Re: suburban road
Post by: otakar on October 05, 2015, 03:40:58 PM
Oh these are great! Beautiful view.
Title: Re: suburban road
Post by: DocCharly65 on October 06, 2015, 01:51:01 AM
Thanks  :)

But now it's time to get back to the road... the end of the road - opposite the "company". Of course we need a bus stop there too.
Oshyan and Matt, I hope you are a bit happy about free publicity. I ventured designing around a little on your homepage and create a "poster"...  I think I should ask pixelplow and xFrog for permission too... ;)

The second bus stop at the end of the road - only a "quickie". I just tested size and some things in a seperate new tgd file. This still must be integrated in the "big-road-file":

[attach=1]
Title: Re: suburban road
Post by: Hannes on October 06, 2015, 02:18:45 AM
Looks very natural. And for some reason quite german. Could be a place around the corner. :)

And did I already mention, that the girl looks quite fleshy?
Title: Re: suburban road
Post by: Dune on October 06, 2015, 02:59:37 AM
Waiting for the bus is not always an unpleasant way of spending your time (and btw. I like your tag, Hannes, you're terrible  :P ).
Title: Re: suburban road
Post by: otakar on October 06, 2015, 01:45:05 PM
And she's interested in Terragen, too! Must meet! :)
Title: Re: suburban road
Post by: Oshyan on October 06, 2015, 02:59:20 PM
I think the bus stop and advertisements look great. :D I'm sure Pixel Plow and Xfrog won't mind either. ;)

The female figure... is that a 3d model? Or a billboard (image projected onto a plane)?

- Oshyan
Title: Re: suburban road
Post by: masonspappy on October 07, 2015, 12:55:17 AM
THe church silhouette is just downright cool.  :)
Title: Re: suburban road
Post by: Hannes on October 07, 2015, 03:14:39 AM
I have a question about the girl (honourable intentions!! ;)):
Are the folds of her dress geometry or is it a bump map? It looks quite realistic.
Title: Re: suburban road
Post by: kaedorg on October 07, 2015, 03:50:22 AM
Quote from: Hannes on October 07, 2015, 03:14:39 AM
I have a question about the girl (honourable intentions!! ;)):
Are the folds of her dress geometry or is it a bump map? It looks quite realistic.

You're closely looking at her  ::) ;)

David
Title: Re: suburban road
Post by: DocCharly65 on October 07, 2015, 04:40:55 AM
Nice to see that you all have fun  ;D

Oshyan and Hannes: She's a 3D model from this post: http://www.planetside.co.uk/forums/index.php/topic,20480.0.html (http://www.planetside.co.uk/forums/index.php/topic,20480.0.html)
It's a 3D model and most part of the folds are modelled (I think scanned)

My latest experiment was another house from TF3DM (on the right side) and some variations of tree-shadows. Also I changed the cobble stones because the models were quite bad and looked good only from exact the direction of the render above. But for the animation they have to look good from all sides! Another girl checked the size of the busstop and especially the height of its bench for me.

Time to export the working scene-parts into tgc-files and to integrate into the big tgd-file of the road. (I use this way to work for a faster workflow because it's easier to develope smaller scenes and put them together later (I learned the hard in my poolhouse scene  ;) )
So one more view from the other direction... today with Rosy and her sister  ;)

[attach=1]


3D anaglyph:

[attach=2]
Title: Re: suburban road
Post by: Dune on October 07, 2015, 06:16:37 AM
That bus can take its time getting here  ;)

Don't you run into problems when importing tgc into the main scene with overlapping features? Or do you mask out the main working area for each scene?
Title: Re: suburban road
Post by: DocCharly65 on October 07, 2015, 06:31:11 AM
Ok - I'll wait a long long time untill I put any bus in the tgd  ;D

I mostly only integrate objects or object groups (busstop e.g. is 3 seperate parts because of the glass parts)
so I almost never run into problems because not having overlapping features. It's only a tool for me to have high working speed while experimenting with objects and get all the texture and other settings into the scene later.

When I tried the integration of the cracks in the street as tgc as I also had no problems. But that was in the beginning. Now I have app. 80 objects and 81 populations in the scene. It's a complicated work but when it's finished I can just switch between the cameras (if needed activate or deactivate not needed pops or objects). At the moment I have big advantages with this strategy while I'm rendering the desert scene from 4 camera perspectives.




Edit 12:44

In this moment I see exactly the problem comming you talked about, Ulco, but also the solution.  ;)
The glass shaders of the houses and the busstop could collide with some glass shaders in the big "suburban" tgd.
I better give them unmistakable names to avoid overlapping
Title: Re: suburban road
Post by: Dune on October 07, 2015, 10:25:11 AM
Thanks for explaining. Getting so much pops and objects in always makes me very nervous. Hoping TG won't crash or get unresponsive while it's getting near final stages. Naming is essential, indeed. If you have a lot of similar texture maps, you could also import those first and refer to them from each object or pop. Saves memory.
Title: Re: suburban road
Post by: Oshyan on October 07, 2015, 01:54:04 PM
Very impressive models then, they look quite good, even the skin.

- Oshyan
Title: Re: suburban road
Post by: bobbystahr on October 07, 2015, 04:40:38 PM
More impressive with every addition...that's one photo real bus stop render....
Title: Re: suburban road
Post by: DocCharly65 on October 11, 2015, 08:25:56 AM
Sorry for making the Busstop a little more "unreal" again - I had to test "my Tardis" today. On this occasion I practised texturing and completely disassembled the original object file. The original looked extremely like extracted from a computergame. Also I didn't like the original handle and lock only painted onto the texture... there had to be a real handle and lock...

Also first time I tested my new dandelion I had searched for since that nice photo from Upon Infinity here http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20595.0;attach=60229 (http://www.planetside.co.uk/forums/index.php?action=dlattach;topic=20595.0;attach=60229)

Just because of my playfulness I gave the girls a magazine and a Fashion Handbag - little poseray-texturing training - And not so easy to find one that was matching to them  ;).

[attach=1]

In 3-4 hours the right eye frame should also be finished for a 3D view.
Title: Re: suburban road
Post by: Kadri on October 11, 2015, 08:39:15 AM

Nice.
Just one thing that you are probably aware too. The edges most of the objects are too sharp.
Depending on the object some beveling on the edges and more variety on the textures (Diffuse and reflections variety) would be nice.
Title: Re: suburban road
Post by: DocCharly65 on October 11, 2015, 08:42:02 AM
Working on exact this in exact this moment  :)
Title: Re: suburban road
Post by: Kadri on October 11, 2015, 08:43:49 AM

:)
Title: Re: suburban road
Post by: DocCharly65 on October 13, 2015, 12:24:36 PM
Nothing special today...
I only played a very long time with textures, bumpmaps and reflective shaders until I got the slightly untidy painted look with a slight gloss espacialy at some of the edges. Returned to the "original design" of the Tardis ... no Ladies today to keep the focus on the object.  ;)

Also I played a little with some DoF settings. -- Works best in 3D
...and did some experiments with placement of light and shadows.

[attach=1]


The "3D red-blue anaglyph" version:

[attach=2]


The jps for 3D TV
[attachurl=3]
Title: Re: suburban road
Post by: Oshyan on October 13, 2015, 02:07:29 PM
Looks much better!

- Oshyan