Artlantis attitude pdf




















A recognized leader in preview window technology, Artlantis is the rendering software used by architects, designers and urban design professionals in more than 80 countries.

Feedjit Feedjit Live Blog Stats. Get updates by e-mail Enter your e-mail address: Delivered by FeedBurner. Subscribe Now RSS. Key Links Abvent website Artlantis website. Search This Blog. When robots appear Artlantis very quickly delivers im- mechanical [like R2-D2 does] we are ages that sit right on the safe edge of comfortable, empathetic even, but the uncanny valley.

Superb Heliodon, as the special effects industry makes soft lighting, plausible materials robots look more human, having and substantial entourage combine smooth, beckoning gestures, sultry, quickly into a decent scenario. An almost perfect image alienates viewers. Mapped on a graph [above], information and satisfaction rapidly improve as information is added to the image Better or worse robots?

Improvements in emulating reality do not necessarily lead to from the beginning, but effectiveness improved communication or satisfaction. These things induce the viewer to expect an entire additional realm of character data. More work, less satisfaction.

When an object is clearly a carica- ture, we understand that it is a design work in progress. I would apply this thinking to even marketing material.

The idealism of the situation Satisfaction: Here are some aspects tells the viewer that this is a vision that let a simple, less-than-perfect and not a reality. So relax about it, image still satisfy the viewer: already. The ing illustrations and over-detailing initial tree puckers up to whatever models in the false expectation that plane it is dragged to, but copies the client will be more satisfied or remain at the same altitude and must well-informed if they study details. Figures should not be aggressive foreground Co-Worker Criticism: This segment elements like skateboarders speeding provides you with a useful response straight at the viewpoint.

See how realistic the sunlight and fire hydrants. AND we optimistic and dramatic light with are already out of time. Good illustration taste and color judgment suggest good design skills everywhere. This segment addresses illustration color control; how each image might present a captivating visual unity through harmonized color tones and not just be a picture of clashing elements. For instance, if, after reading this article you persist in UP: A big waterfront development in Vancouver choosing impossibly emerald green illustrated by my friend and mentor Ron Love: it is a computer-generated image transferred to grass, except in Ireland in the spring, watercolor board with pencil and hand-imaged you would be an idiot wrong.

The in only three carefully amalgamated colors: a golden wash for tonality, a blue-green and illustrator harmonizes color within a complimentary sepia. This technique fills achieved by intermixing no more than rainy Vancouver grey green scenes three related colors.

This happens with celebration. Not only do screen and printer Worden, a talented watercolorist, con- calibration issues make it impossible. This brings celebration and pageantry to a commonplace situation. How many ways can we make gray? Influence of the Heliodon: Manipu- late scene character by warming the sunlight and cooling the skylight. For interior or exterior, warm sun pools and cool shadows combine to balance the scene, but not without taking the eye on a rich journey through the spectrum.

Look in any photo to see the truth about color. I would by the sun angle and time that best re- never have considered this an issue veals building massing. Leverage Using white light directly conflicts the resulting warmth, brilliance or with making harmonious, plausible coolness into a strong foundation for renderings. My advice is to assert further color manipulation that lets that the Heliodon is accurate for the the viewer feel present at a real place environment at a given time and place.

Should the follows design to present the project client require verified samples, print a in harmony. Beginners have the hard- small sample sheet on every presenta- est time with this issue because they tion drawing instead. Art cabulary of primary and complemen- direction supports the basic story tary colors. After this, you can rainbow palettes: the illustrator pick out your own ties.

This stage often happens in Schemer Studio. Evaluating renderings Mix Box: dark- ens, lightens and and images with this tool lends insight [most important] into tweaking Artlantis materials tints any texture map toward the into compatible tones.

For instance, warm or cool. Color Schemer can relationships with other materials and help you process an ordinary scene the heliodon. Learning About Color: If manipulat- ing colors for illustration reasons is intimidating, cope with it: — see what exists: study photographs and illustrative art [NOT fine art— too much bad taste masquerading as self- expression found there]. Color Schemer Studio: Generates color schemes and analyzes images to build comparative color schemes.

It helps make complementary material and entourage color choices when building illustra- tion scenarios. Notice how a full range of blues, grays and greens hints at how real building materials might appear.

Many beginning illustrators think they are done once they manage to frame a recognizable, properly ex- posed project. Each illustration uncovers new issues that challenge the craft. Typical Failures: The top three composition failures are: — Extreme angles, a far-away sub- ject: the wide angle view is dramatic, but it leads to a distorted structure and a naked foreground. Better to stand back, have less building distor- tion and use foreground elements to frame the subject.

The happy — The Rule of Thirds: an illustration people dance toward the building entry. She is a dynamic composition to captivate respects the rule of thirds and directs energy to viewers. An off-center focus keeps this non-symmetric spot on the canvas.

It is just a build- ing in a field. Further: See the bibliography. Let the viewer be comfortable about containing the scheme. The subject is comfortably contained in the frame. Illustration by Robert Atkinson. The subject being brightest in the scene subtly makes the rest of the world seem scuffed and dingy. Environment, color and composi- tion flatter the facts of project. If the image is strong enough, art direc- tion influences design.

Dark, shadowed entourage is arranged as an audience to represent a chaotic world beyond the proposal. It asserts that residents are Look Up. No Entourage: Buy here and deities removed from the everyday. A be exclusive. Your future is bright. To replicate this in Artlantis, match these Post-Processing settings when you render. Not a serene scene, but one appropriate to a windy grasslands example where the owner takes pride in his hardiness.

The structure is sturdy with protective overhangs, dark colors contrast light surroundings. Perhaps one breaks away. Something to make the viewer feel less like an interloper Something is about to happen.

Do not since the store is closed. Appeals to artistic and abstract thinking audiences. Good for mansions but also strip malls when showing the project in its entirety is unflattering; pick a great An optimistic elevation study: Discipline and feature instead!

Thank you, Ignacio Azpiazu. It summarizes proper ent itself. While merely flailing about end. A model artistic refinement. Take use it to find areas for further study. Make those nodes touch! In a sketch, gaps and overlaps can be Understand the Story: Most bad charming, but when rendered, they renderings happen because the im- appear as ominous voids and bumps.

Just like the model for Artlantis. This is done. They will 2. A correct intersection makes a clean edge think you a sloppy idiot!

Materials assigned 3: a slightly radiused corner softens the view in the CAD modeler merely define categories for superior surfaces applied in Artlantis fastest in the source model, not in project-specific surfaces grouped into Artlantis.

Reassigning materials on collections called Postcards. Find the Plug-In for your color, the building assembly, for modeler at: instance. This method not only makes generic. DWF formats that your design work understandable, Artlantis also recognizes, the Artlantis it codifies material hierarchies for Plug-In protects changes made to the simple Artlantis changes.

Using a reference file, Artlantis reads The Archicad Export Dialog: designating a the material name you assign and Reference File and establishing import prefer- ences - what element categories to transfer. Our can automatically substitute its own example is fresh - no reference, but subsequent material in the rendering scene.

When the model arrives in The Wonderful Infinite Ground: Once Artlantis, the void surrounding the tiny activated, it masks the void, matches surfaces [edit shader] and can have its altitude set by model must be resolved.

At this point, clicking the dialog icon and then clicking an Artlantis features are most appropriate to appropriate element in the scene. After activating the feature, [check box] editing the shader [select a material] lets us match the lawn material already surrounding the building. The altitude box controls vertical plane position. It stops the eye being distracted by a raw horizon line.

This example uses a forest panorama image as the backdrop im- age. The image is mapped quite large and repeats horizontally to complete the circle. The sky part. The Cyclorama: A cylinder element with a panoramic image. Vertical mapping preserves image orienta- tion on the cylinder.

All this is properly resolved in the Large View [beginning of article] where view placement and entourage are balanced, leading the eye toward the entry. In an an angle as possible to emphasize animated sequence it appears more building mass complexity. Rich guys real because it shifts relative to the get complicated houses. A direct, viewpoint. In this case, be- half of the neighborhood or a long cause I previously made a cyclorama driveway, crop that stuff out!

See what as an Artlantis object [. Pixels are precious. Not only does a distant viewpoint waste Solve the Viewpoint: The scene time by rendering extra pixels, the is finally at a place where you can subject appears too small.

Sometimes view it as an illustrator might and architects try to tell everything in not just as a CAD monkey would. An one image, but that is why they made illustrator needs to devise a story multi-media, where a slide show with about the work to inform artistic animated transitions can address decisions and support the message of context, building and details in a the architecture.

The view must imply a world an extreme wide view as some foolish extending beyond the camera view so young fellows seem to prefer.

The model ous and aggressive cantilevers, not reveals a design flaw: no inviting path comfort. Solve the Heliodon [Sun and Sky]: The automat- ed Heliodon provides a simplified yet adaptable celestial sun and sky light solution. Use the daytime slider to review the passage of daylight through the day and select the most expressive sun angle. That is why they made a Preview Window.

Optimistic, fresh morn- ing light and serene, warm evening light relate the image to happy times of day. Only use typical midday sun if neither of the oth- Heliodon optmized for a ers can express building massing.

Tropical locales conventional rendering at this have high sun angles with plenty of cool shade locale. Note yellowish sunlight visible, Arctic locales seek lower sun angles with and dark blue sky color, softest shadows and clouds in the sky light penetrating the structure to imply warmth. Cool Evening Alternative: Using a normally unacceptable evening sun angle, a cool, serene effect happens when shifting the balance of power to the sky light from sunlight if sun power is reduced and sky power is increased with a deep blue sky color.

Make these adjustments while watching the preview. Note that window reflectance is also increased to brighten the facade. In this example, I played with furniture arrangement in an interior the Clouds Control until a cumulus would: cloud puffed up near the horizon and — to create foreground shadows then dusted the atmosphere with a implying a world existing beyond the combination of other cloud types so model.

It felt — to contain the view and focus the like wrapping a gift in vapor. Puffy eye on the building — there is no clouds constrain the view much like escape to the sky or a raw horizon. Artlantis gen- the brightest thing in the scene. It varies the outcome numerical.

I live These iconic, season-sensitive objects in a place of turbulent weather [Van- are designed to render quickly. Is a copy, where the copy stays level with storm brewing? Is a storm over?

The its originator]. Plain enlivening an illustration, especially shrubs and not a flamboyant floral night views. Conceptual Foliage: Unless the client is a botanical enthusiast, stick with simple plant materials to express volume, pretty shadows and avoid special detail.

Modeling Strategy Note 1: It is al- ways faster to build fixed elements like ground plane, roadways and cyclorama in the model rather than place them later as Artlantis ob- jects in the rendering scene. Placing complex objects like trees imported trees [they should auto- directly into Artlantis also facili- matically pucker down to the ground tates faster file transfer and update plane] since the exporter processes fewer — Make the imported trees invisible polygons during re-export.

For Modeling Strategy 2, The result is simple, fast trees in the this is what I mean for a modeling environment and complex simple tree.

Ugly, I know. Artlantis] — substitution: Either one-at-a-time — Precisely place schematic trees ac- from the Catalog or as pre-deter- cording to the landscape design. Found at the bottom of every Shader Panel, this switch lets you see behind a surface instantly without changing any other settings. Changes: Here are the changes made to the variety of imported and substituted materials contributing to this illustration — the mere basics that benefit ordinary ren- dering [see the inspector panels close by]: 1.

This happens by mixing a dark gray color and increasing the bump value of the surface. Stone Lintels: turn to stucco: When an element that should be detailed lacks appropriate delineation, the pragmatic approach is to disguise the problem using an ambiguous pattern or roughness.

Brick Facing: more bump: Since this is a relatively small rendering, surfaces sometimes need to be exaggerated. The brick image is flat, so the bump was emphasized. Because Artlantis tends to render an image too light for my taste, I mixed in dark grey. Paving: Rich dark background: Unless there is a specif- ic reason for showing a paving pattern [like a well thought out interlocking geometry], roadways and other paved surfaces should be unassuming and free of distracting ele- ments.

These are good places for shadows to fall, especially in the foreground where they give the image gravity. Paving quality suggests neighborhood character: urban or rural. Stacked Stone Wall: Almost perfect, this only needed more bump. Glossier Trim Paint: While designers revert to standard white trim to clarify openings in a ren- dering, real trim is often off-white to buff, produc- ing a mellower effect.

In classical designs like this, high-gloss enamel is often used to provide sparkle in shade. This is a Basic Shader, where color effects are directly applied in Artlantis.

When individual blades of grass are modeled, rendering takes much longer. Depending on the effect required, three valid ap- proaches to create lawn are: 1. In ap- plying the preset shader to the ground plane, a slight increase in Bump created the unruly lumpiness I sought..

Perhaps this rich guy can afford such meticulous yard care. Actual Grass Objects [. These square-base objects 1. Lawn Shader, 2. Finely Mown Image multiply side-by-each to complete lawns 3. Actual Grass Models.

They still repeat like crosscut lawns would. Shader descriptions below. Users exchange postcards to share material groupings. Surfaces are tricky, but organizing surfaces is more tricky because of variations applied in different condi- tions. Working in Artlantis, you will ac- cumulate shaders, textures and settings to suit different situations.

These alter- natives will be organized in the Catalog. A special snapshot of an Artlantis image called a postcard records scene materi- als for reference later — the postcard is an image with linked materials for easy reference. A brilliant solution.

Remedial Light at the Front Entry Without the Influence of the Heliodon: An enormous amount of energy is needed to overcome the sun and sky to add just a hint of warmth at the front entry. What a Postcard Looks Like: Only the vis- Conventional Rendering Action ible materials are recorded in the postcard, Summary: so select the viewpoint to reveal everything if you can.

In this example, I felt that - enable infinite ground — assign surface the recessed main entry would be - place cyclorama to disguise vacant shaded in any realistic situation, so I horizon added a light to fill the cavity. They also contribute to overall - establish lighting [supports story] scene luminosity by reducing shadow - establish and refine surface appear- darkness.

Since Artlantis automatically ance balances additional light energy there is - place supportive foliage and figures little fear of overexposure. Post process in an image editor to [If you are really in a hurry, just copy correct and refine the image for final the preview. Rendering: It should be no surprise that after adjusting light and surfaces to suit the art direction that Artlantis renders the model correctly.

However, any computer generated image benefits from certain photo-editing tweaks. I work in Photoshop, but all of these operations can be achieved with similar products. We will lighten them. This trick can be applied to any problem area, and routinely in some others, say, to increase roughness using visual noise on pavement.

PSD format output. The Midtone levels of the selected ele- ments [foreground bushes] are lightened so that the bushes glow. The foreground bush corrected com- pared with the prior dark bushes inset along the bottom. Also, specific problem materials like the darkness of the foreground bush were adjusted. This section presumes that you have become familiar with the Artlantis interface enough to navigate the preview window, the 2D View windows and the Inspector panels.

If not, let these inspire you to undertake the tutorials and review the Help files. It visits the major navigational and functional aspects of the application. Clicking on the various symbols alternately opens panels controlling program aspects:. Entourage and editing func- tions — see page Perhaps, someday, Abvent will give us a way to view and activate all the panels at once. An outrigger panel holds a list of elements related to each program function. Viewpoint: How to form the scene telling the story of the model?

Artlantis is equipped with all modern view types available through the Inspector Panel:. Perspective Camera View: The fundamental Artlantis navigator is the perspec- tive viewpoint, understood best as a camera. Some important aspects include:. Quality Settings Panels. This manages view alternatives: you might have several lighting options from the same viewpoint, for instance. If you needed a solid color background, use Gradient with all colors identical. It can be a masked foreground, revealing the background and the model rendering, but that approach is cum- bersome.

This is a great place to put your logo as a part of the rendering. It is magic— see page Then make both positions have equal Z values: high or low, depending…. Demonstrations of the application show the viewpoint joyously zooming around simple models in real time.

By the time you are working with a He-Man or She-Woman-sized file, speed diminishes. By this, I mean a city block of fully detailed high-rise apartments with furniture or a tiny cottage with 3D Spanish tile roof- ing.

Take your pick. Lighting and Objects are precisely located in these windows after being intro- duced into the project via the 3D Preview.

The Sliders on the sides of the 2D View window adjust the slicing plane of the view. For example, it allows seeing inside a complex model to position lights when out- wardly the model is a hash of impentrable UP: 2D Views useful when navigating large gray linework.

The Clipping Box trims the model. The obvious use for trimming is to create a building section. The clipping box can be used informally, to temporarily reveal hidden elements. Artlantis produces A medium telephoto shot using abrupt a blurring effect that is most plausible depth of field isolating the subject arbor when used: — To isolate foreground subjects in medium telephoto shots.

Light, Not Blur: If elements need to be isolated in wide angle scenes, I recommend using the subtlety of light on the subject and a foreground shadow in a sharply focused scene instead of merely general blurring. It looks fake. How It is Done: 1. In Camera Inspector Panel: Activate the target icon. Click a place in the scene to be the center of focus. Move the slider to adjust the blur extent: setting for the telephoto shot above.

Be careful. ABOVE: Dwight actually gets something built for once — not just more wacky models and shiny pipe dreams, but heavy timbers and concrete!!!!! Automatic, more or less, alignment of a model within its context image Many users have difficulty aligning their model within a background context photo. It is a complex task because not only is geometric information needed, establishing the focal length ABOVE: Walls-and-slab exercise.

Since we increasingly rely on renderings in context to make design decisions, getting a plausible solu- tion is important. Automation: Artlantis automates this task with a simple view alignment tool, but accurate positioning cues are necessary to make it work. The tool works within the Preview and 2D Views. Axial coordinates are placed over a background photo and each axis is scaled.

The tool calculates the position and size of the model, more or less. This is not totally automatic because it does ABOVE: Background Align not establish the focal angle, the operator still Dialog: needs to pull the focal angle slider as the tool Some things to notice: calculates to get a perfect match.

Handedness: when placing axial lines, study the red, green Photo Flaws: Using this tool for the first time and blue line relationship to avoid confusing the tool. Zooming: The mouse wheel or — The camera view is extremely skewed or tilted. Focal Angle Slider: The last manual part - watch the calcula- — There is no geometric place in the photo to tion of the perspective and pull scale or register against.

Even if you allowed extra building depth for uneven ground, merging the two requires image editing — the base must be selectively erased. PSD to keep rendering and background on separate layers. Practice using this tool by creating a simple model: a floor slab with two adjoining walls. The exercise will be to nest a block against these walls once they become the background image.

In CAD, export a walls-and-slab model to Artlantis. Open the file in Artlantis. You need this later to verify the match-up. Render the view and save it. This view will be undistorted by reality. Return to the CAD application, nest a block against the adjoining walls, matching exactly. Export this new block to Artlantis. Open this new Artlantis file.

Make a new camera view. Place the rendered walls-and-slab image in the background. The camera should be aimed at the center of the block and in an approximately correct location: your best guess…. In this exercise, it is best to track the back corner of the block.

The align tool dialog shows the XY handedness. Switching between the XY axes, drag the yellow size markers to the wall where the block fits. Zoom in to accurately place the size markers. In a 2D Side View, align the Z axis and drag the size marker to the top of the block. The application goes to work incrementally moving the model into place. The only task for an observer is to slide the Focal angle to guide the incremental movement to the correct place. Check the Focal angle against your note from Step 4.

It should match. In the real world, it actually might match exactly, but image editing to smooth the bridge between base to context is likely required. Summary: When enough information exists and the site is not too irregular, this tool can align a model with a background, but the process is not foolproof — it can still encounter situations that cannot be calcu- lated, causing the dance of the honeybees and all that.

Doing it the Old Way: If this alignment tool fails you, there is a manual method that can help. See the next page where we use a simple translucent block surrounding the model to guide the manual alignment of the project with its context. Top to Bottom: From the top of page, where a random view floats in front of the context, through the calcula- tion start and the step-by-step changes to the alignment.

The model rotates to match the axes, then grows in size. This took about ten seconds to execute in the machine. UP: Done. Most real-life situations involve see. Set the view to a 45mm lens. If the touches the cue points you picked — it Alignment Tool fails you, the project becomes the correct size laterally. By now, you Object [In Catalog]. Placing a cube in should be looking into the cube to see the model establishes useful corners how the project is lining up with the and hints about vanishing points.

If there are — Repeat to refine. Select the model render — Make the Cube Transparent: The layer and apply the transforma- object has a unique material.

If you are half-way, revealing building details matching a distorted photo, use the inside. A transparent Artlantis Object Cube resized to site proportion aiding in nudging a model into place relative to a background: First: XY, then target, then Z. The process is simple and more-or-less automated, but disci- pline is required to avoid difficulties. This information — Select the problem elements, must be manually restored. Delete the object.

Select updated, things changed in Artlantis the changed pieces, image only them revert to the way they were in CAD. A real building I got to work on!!! The view is from the red dot toward the blue dot. For Output: Width first, then height. Set drawing scale to suit. Change output height in pixels to suit. This presumes that you know the paper size target for the final image. Objects are discrete elements in The Catalog List Artlantis.

Many pre-made objects are Including all already optimized for use in Artlantis, Object Categories that come with the providing entourage, foliage and basic ge- application. Use: Add them to the scene: — Drag an object from the Catalog window to a horizontal surface shown in the Preview Window. Also refine with a 2D Sectional view.

A slider on the 2D Views adjusts the section cut position to clarify object position. Making a Light Fixture: add lights to the object you are saving. La dee dah! Postcards represent the essence of Artlantis expedience. They are shorthand shader references saved as solitary, linked images. Many shader collections are traded as postcards, but I prefer them as archives of project shader schemes.

Recording only what is seen from a given viewpoint, a project may require several views to cover all the shaders in it. Collaborators: Postcards can be sent to Artlantis collaborators, but they should ac- company an archive file to ensure that any overlaid texture images are included.

They are re- viewed and selected like shaders are. Click and drag the shader surface from a Postcard to a surface in the current Artlantis scene to transfer shader content. RIGHT: A Postcard with red arrows added to in- dicate all the materials available in it: Only the visible materials are recorded, so select a viewpoint to reveal everything if you can. The Catalog is an unstructured organize these folders in a recognized library of elements used in to store hierarchy, but the Artlantis Catalog material used in Artlantis scenes that is not challenged by folders located include: anywhere, added at any time.

Me Discipline? There is no downside to being a — Overlaid Texture Images bad file clerk. Ask me, I know. Never use them, just where that great shader is when you keeping them handy. You might put need it six months later by thinking of pictures of your boat, here, instead.

I totally rely on Postcards for refer- Folders: As projects are imported, ence since they work like my mind. They will be added manually.

Depending on how organized you are, it might make sense to physically. I thought he was joking but animated material. While design originates with a gang of closet it reviews standard sequence control video game punks. Help avoid this procedures, real challenges for success embarrassing scenario:.

A ence careens through the project]. Animations minor role in design communication. It sim- era Animation: No other tool has the plifies the process because multi-media ability to fritter away the dignity and is just a slide show! Artlantis excels at 1. These are what the audience a software capable of fine lighting and should find memorable, not some jerky surfaces, but choose to flash by it all chase scene that makes them uneasy.

The trade fering from compression artifacts like from quality to dynamic experience animations do. Even when - Captions: Captions guide thinking and pausing to study a room denies the aid memory. Captions sustain audience viewer a quality memory. Sequence Length: Keep sequences caption and compares the image with short!

A long, continuous sequence what you wrote. Further: a -Orderly Scene Transitions: Presenta- long sequence is exhausting. Viewers tions need chapters; animations pro- fear looking away because they might vide excellent transitions.

For example, miss important moments — there is no my colleague Colin Weston created a set up. Viewpoint Plausibility: When the - Crossdissolve - Other Smooth Visual viewpoint moves unrealistically from a Transitions: All the effects above, as- balcony, through a solid wall and then sembled in a multi-media application flies upward ten stories to float high in.

The literal-minded viewer can tion! Viewpoint Aspect Ratio: Refers to camera view width and proximity to objects. The temptation to include the entire room demands a wide camera angle. Trucking the camera causes stretching distortion in close elements.

If you simply must have animated rooms, there is no happy answer. Use the animation to transition to a carefully chosen wide 7. Returning to the ideas in my Bukimi No Tani article earlier in this book, these figures are disturbing — they demand scrutiny that distracts from the design. Artlantis offers many animated figures, none of which are close enough in appearance or performance to give me comfort.

Subject Lacking: Cinematography Biltmore Hotel, Miami, Florida: A Fisheye captures actors moving through lens view seen from farther than an inch or so leads the eye to conclude that the image is scenes. Architectural scenes have no distorted - projections or straight edges seen actors. The animation camera must as curves upset the viewer.

The page book is a collection of ideas and practices covering the strengths of Artlantis Render and Artlantis Studio.

Offering strategies and illustration principles used by professional illustrators, the book is a must-have for Artlantis users who are serious about getting the most out of this innovative rendering tool.

The book, which has been published as a PDF, is in a narrow format well suited to be placed on-screen alongside Artlantis. Click here for details. Tags 2. No comments:. Newer Post Older Post Home.



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