Darth InSidious Posted December 8, 2007 Author Share Posted December 8, 2007 AAAAAAAAAAAWWWWWWWWWWWEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSSSSSOOOOOOOOOOOOOOOOOOMMMMMMMMEEEEEEEEEEE!!!!!!!!! You're too kind. I agree, Looks great! @Xander Calm down! Heheh, thanks. Good to see this most anticipated mod still in production DI! Thank you! I'm glad it's moving forward, too. The head skin is awesome BTW, improve it more as you desire but it's great as is IMO. So, i take it he's a boss type character on you're planet? Very interesting, can't wait to learn more! You...could say that...I'm afraid you'll have to play the mod to find out! Just a quit quesio. Will the mod include VOs for your characters? I don't care whether there is or not, as every good mod isn't good because of the use of voiceovers, but of the gameplay quality of the mod itself. A good question. The short answer would be 'yes'. I'm trying to make sure that every character has dialogue. But I'm not recording dialogue, either. So any human dialogues tend to be cut up from other places. Thankfully, the above character speaks in Sith-Holocronese, for reasons which I hope will be apparent in the final release...But for the most part there's gonna be a lot of aliens. Consider it a rebalance, given the human-dominated majority of the game. So either way i'm sure i'm still gonna enjoy this mod, by the looks of it your mod will probs be an essential install next to the TSLRP. I aim for quality. Great update again, DI. It looks awesome. The skin looks fine. I'd choose the first one. He looks very cool. Heheheh, thanks. I like the darkside skin a lot DI. If I had any criticism, I would say that the eye color needs a little tweaking...? I can't say exactly what, and not the obvious crimson. Maybe something like what you have with a little more black saturation? To create an empty feel? 2c. Glad to see your work again Hmm...I like that idea. I'll try it out ASAP. Great Mod DI One of the a mod I'll be waiting for. I agree with the face try to change the eyes a little. Other wise great Two votes for the eyes - I'll get on it soon. Although I've been doing a little tweaking since yesterday anyhow... I thought the veins looked too red before. Link to comment Share on other sites More sharing options...
RevanMMaster Posted December 8, 2007 Share Posted December 8, 2007 much better Link to comment Share on other sites More sharing options...
darthjantom Posted December 9, 2007 Share Posted December 9, 2007 This looks great, can't wait for release. Link to comment Share on other sites More sharing options...
Gargoyle King Posted December 9, 2007 Share Posted December 9, 2007 much betterQFT. Looking even better DI! It's good there will be more aliens aswell, there's just too many damn humans walking around! Link to comment Share on other sites More sharing options...
Quanon Posted December 9, 2007 Share Posted December 9, 2007 My turn to drool DI ! Those veins look ace , might give them glow in the .txi for super evilness Maybe the eyes ... hmmz xD Link to comment Share on other sites More sharing options...
redrob41 Posted December 17, 2007 Share Posted December 17, 2007 In your latest post (#124), the veins kinda look like cracks in marble to me. If that's the look you're going for, then it's working. If you're actually going for veins, I'd say that the one in post #117 (on the right side of the image) is a little closer. Maybe it's because the skin has a little more texture and shading in those screen shots. Perhaps if there was less B&W contrast (lighten the veins up a little), they would look more like veins under the skin, rather than cracks in the skin's surface. You might also try some light and shadow on them (bevel and emboss in Photoshop). I really like the pattern of the veins: they're balanced (not too much white skin, not too much veiny areas). In the image where you ask "Or is this better?" (#117 again), there is an interesting pattern on his forehead that I think would make a neat tatoo, like Ulic Qel-Droma or Exar Kun. The eyes are a great color, they're emphasized by the gold head gear. Maybe the whites of the eyes could be a little blood shot too? I hope my suggestions are helpful. Keep up the great work Link to comment Share on other sites More sharing options...
deathdisco Posted December 18, 2007 Share Posted December 18, 2007 I like that it almost looks 'marbled'. Kinda like a new alien race. Link to comment Share on other sites More sharing options...
shatterpoint14 Posted December 24, 2007 Share Posted December 24, 2007 I agree the face looks like an alien race. If you're going for more veiny make the skin darker or the veins lighter, I think that might help. BTW I can't wait for this mod (as I said on the gizka forums) This looks totally awesome =D Whens the next update =P Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 10, 2009 Author Share Posted January 10, 2009 It's been over a year since this thread was last updated, and I really should apologise for that, but I will state here that the project has by no means been abandoned. Work has been slower in the last year due partly to a lot of real-life-related stuff, and partly to taking on new stuff in the community, including beta-ing/advising on a few mods more than is possibly wise. In the last year, I have released ~9 mods of varying sizes and shapes, but which nevertheless have taken time to produce. The plus side is that these have cleared some of my previous backlog of ideas. The negative side of this is that I was a) exhausted by July, and b) worked less on Rhen Var as a consequence. Nevertheless, I am continuing to work on this project, although the current focus, and indeed the focus of the last year, is on rewriting the plot to a satisfactory level. What is satisfactory? Nothing less than something as well-written as TSL itself, while retaining some of its own stamp, branching, choice and consequence, widespread skill/attribute checks and usage, etc. This kind of thing, perhaps unsurprisingly, takes a lot of time and effort, and also isn't very visual, so doesn't make for exciting updates. I have also become increasingly aware of the shortcomings of the visual aspects of the mod, and more importantly, how to overcome that, and have been trying to improve both my skinning and modelling for the mod, so many of the items/skins you've seen previously in this thread will be undergoing a fairly large overhaul before release. Which is not to say that I haven't done some stuff on Rhen Var (and my other mods, too) that I am willing/able to show here. Just perhaps not as much as you might expect, so if this update seems late, small and a little pathetic, you've been warned. http://i15.photobucket.com/albums/a362/jimspriggs33/saresh5-1.jpg Two examples of a robe set I've been playing with a little. Very much a WIP so expect updates when they come. Seriously, though, nothing final on those two. I'm thinking probably to replace the Star Forge robe model. At present, I can't think of an appropriate female body model to use for a female set, so this may be MRevan-only. Sword that I have in the works. As of the current time, the model is pretty well complete, and skinning is the primary concern. Based on an SWG model. These two are, as the second one says, khopeshes. An adaption of the axe, these sickle-swords were primarily used in Egypt until c.1300 BC. A lot of examples only have one sharpened edge, but double-edged examples are known, and besides, it looks cooler. Oh, and the overdone look for the second shot is just because I was playing around in GIMP. I may try my hand at skinning a version to replace Naga Sadow's Poison Blade with a unique model, but otherwise these go straight onto the Rhen Var pile. Naturally, slashing bonuses will be included, as well as cultifying of the sword to a level roughly equal with the katana. Not really done for any good reason, but these may crop up later, suitably redone. At the moment, a prelim. of what a Republic-themed reskin of the Leviathan bridge might look like. Mostly done to keep my hand in on area reskinning. Finally, this head. Again. Very much updated from last time, but still far from final. Again, feedback, please. EDIT: Forgot to mention it, but the module tutorial is still very much in the works, too. But don't take my word for it: See some amazing edited grass settings ! http://i15.photobucket.com/albums/a362/jimspriggs33/google.jpg (This is the point where you're bitterly disappointed, btw. ) That's all for now, but I hope to be updating more frequently this year. Link to comment Share on other sites More sharing options...
DarthYuugi Posted January 10, 2009 Share Posted January 10, 2009 Intresing on the Star forge robe idea Maybe if you're any good in modelling you should make a female version to match the Male's The Leviathan bridge thing looks nice as well Good work DI Link to comment Share on other sites More sharing options...
Exile007 Posted January 10, 2009 Share Posted January 10, 2009 Nevertheless, I am continuing to work on this project, although the current focus, and indeed the focus of the last year, is on rewriting the plot to a satisfactory level. What is satisfactory? Nothing less than something as well-written as TSL itself, while retaining some of its own stamp, branching, choice and consequence, widespread skill/attribute checks and usage, etc. This kind of thing, perhaps unsurprisingly, takes a lot of time and effort, and also isn't very visual, so doesn't make for exciting updates. Heh, greatly understand were you're coming from DI, nevertheless this will make any kind of mod much better. You should feel proud of yourself though, not many people (myself included) can sit down are re-write an idea continually until they're 100% satisfied. Glad to see this thread updated though! Looking forward to some new updates! Link to comment Share on other sites More sharing options...
Marius Fett Posted January 10, 2009 Share Posted January 10, 2009 Glad to see you've not dropped Rhen Var Darth. Some really nice texturing work going on there. I especially like the LS robe. (if it is indeed LS ) As for the Leviathan reskin, it's pretty well done. Though i'm not too keen on the floor trim. Overall, some really nice updates! Link to comment Share on other sites More sharing options...
Quanon Posted January 10, 2009 Share Posted January 10, 2009 Ooooh an update Not much for me to say that has been sayed a lot before. The weapons look cool so far, bit grey though Was temped to offer my moddeling skills to create you a nice tomb, but I'll get bored to quick anyway Great to see you've haven't give up and continue to work on this stuff. Cheers and untill next year ! Link to comment Share on other sites More sharing options...
SpaceAlex Posted January 10, 2009 Share Posted January 10, 2009 I really like that Star Forge robe lookalike armor (the one on the third screenshot). It seems like a perfect match for a Jedi. Though it is very difficult to see from the small screenshot, I think the gloves look a bit too flat. I may be wrong, though. Perhaps the only problem is the color; try changing it to the color of the majority of the robe. The head looks pretty good also, though it's still too much like Dorak's (was that his name?). Perhaps try expanding his beard a bit; I think the model would allow it. Also, the eyes look a bit flat. My skins had the same problem, but luckily redrob41 mentioned it, so I think I'll just quote what he said to me: I notice that the iris of her eyes looks a little flat. I know that it is a problem with a lot of the original K1 textures. In the TSL faces, the eyes have a little more dimension to them (highlights and shadows). A good example from TSL is PMHC04A.tga. Here is a decent, yet simple tutorial to illustrate what I mean: Eye Tutorial. Step 3 in particular, but with the light source coming straight down. It's a small detail (the iris) that would add a lot of depth to all your new textures. That's all of the feedback I have at the moment. Keep up the good work! Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 16, 2009 Author Share Posted January 16, 2009 Intresing on the Star forge robe idea Heheh, thanks. Maybe if you're any good in modelling you should make a female version to match the Male's I might look into that, although I've never dabbled much with the Replacer Tool. The Leviathan bridge thing looks nice as well Thanks, but I'm not quite happy with it. The consoles stand out way too much, and some of the texturing looks decidedly dodgy. I may update that at some point; to be honest, it's pretty low-priority. Heh, greatly understand were you're coming from DI, nevertheless this will make any kind of mod much better. You should feel proud of yourself though, not many people (myself included) can sit down are re-write an idea continually until they're 100% satisfied. It's not easy or necessarily much fun, I'll admit; but as you say, in the end the finished product will be that much better. Glad to see this thread updated though! Looking forward to some new updates! Thanks, so am I! Glad to see you've not dropped Rhen Var Darth. After this long it'd be rather galling to do so now, IMO. Besides, I get the feeling there'd be a lynch mob after me if I did. Some really nice texturing work going on there. I especially like the LS robe. (if it is indeed LS) It is, and thanks! As for the Leviathan reskin, it's pretty well done. Though i'm not too keen on the floor trim. Yeah, that area skin is far from final. I'll look into changing that around a bit. Ooooh an update Not much for me to say that has been sayed a lot before. The weapons look cool so far, bit grey though It's being worked on. Was temped to offer my moddeling skills to create you a nice tomb, but I'll get bored to quick anyway Haven't you got your hands full with Scrapyard Games, anyhow? Great to see you've haven't give up and continue to work on this stuff. Thanks! Cheers and untill next year ! Hahah, not this time. I really like that Star Forge robe lookalike armor (the one on the third screenshot). It seems like a perfect match for a Jedi. Though it is very difficult to see from the small screenshot, I think the gloves look a bit too flat. I may be wrong, though. Perhaps the only problem is the color; try changing it to the color of the majority of the robe. No, you're right; they are much too flat. I'll look into trying to give them a bit more depth. The head looks pretty good also, though it's still too much like Dorak's (was that his name?). Perhaps try expanding his beard a bit; I think the model would allow it. To be honest, I'm not intending on remodelling anything to any great extent at present; there's already enough work involved in this mod, and it's never gone well for me in the past. Also, the eyes look a bit flat. My skins had the same problem, but luckily redrob41 mentioned it, so I think I'll just quote what he said to me: Yes, I see what you mean about the eyes. I'll look into that ASAP. Although, IIRC the head has a quarter of an eye actually on the UVmap, so that may not look too good... That's all of the feedback I have at the moment. Keep up the good work! Thanks, you too! Small update this time, since I'm rather busy at the moment, but I did snatch some time in which to try skinning the khopesh blade, which after a few false starts earlier in the year is now beginning to look something like it ought: There are a few problems, though, first amongst them being that what the weapon looks like when in darkness. Still, I suppose that's what I get for choosing to skin a bronze weapon. That's all for now, but in the interests of keeping up the pace and the regular updates, they'll probably be more frequent for now, but smaller. Link to comment Share on other sites More sharing options...
jrrtoken Posted January 16, 2009 Share Posted January 16, 2009 The khopesh looks very nice, however, have you ever considered on giving it a slightly weathered look, such as a thin and scattered layer of patina? It may not look too intimidating, yet it will seem authentic! Link to comment Share on other sites More sharing options...
DarthParametric Posted January 17, 2009 Share Posted January 17, 2009 There are a few problems, though, first amongst them being that what the weapon looks like when in darkness.Did you change the shader type to metal and the ambient/diffuse to white before exporting the model? Link to comment Share on other sites More sharing options...
Darth InSidious Posted March 23, 2009 Author Share Posted March 23, 2009 The khopesh looks very nice, however, have you ever considered on giving it a slightly weathered look, such as a thin and scattered layer of patina? It may not look too intimidating, yet it will seem authentic! In short, yes, but I think that's a bit beyond my abilities. Either that, or its just a fact that whatever you do it'll come out in game as a fudgy mess. I am thinking about giving it a few nicks and scratches, though. Did you change the shader type to metal and the ambient/diffuse to white before exporting the model? I hadn't - thanks for the tip! Now - more updates. I've not been doing nothing these past few... *squints at post-dates* ...months, but I have been moving rather slowly, and getting that khopesh blade to look more like I want it to took time, and I've been speeding up the writing of this project. I'd rather like to release before 2010, however unlikely a goal that is. RL has also been slightly hectic, and eaten into time I might otherwise have spent on the mod (or maybe not ). I'm hoping for something of a slow-down soon, though, so there may (or may not) be further updates soon. I'm not leaving the thread for a year again, though, hopefully. Now that the khopesh blade is skinned, I obviously have to move onto the handle. While I have considered creating a decorative handle, I think that would suit any more 'unique' designs based on this model I may make in the future. I was toying with making a version of Naga Sadow's Poison Blade for a separate release, possibly with a few other weapons to supplement WotOR. And so without further wittering on my part, here is the picture of the only visual progress recently: I know, you can't see a difference. Sue me. Link to comment Share on other sites More sharing options...
jrrtoken Posted March 23, 2009 Share Posted March 23, 2009 They're coming along nicely, IMO. There's definitely more lustre present, and it truly looks as if it was forged from bronze rather than a mass of feces. Link to comment Share on other sites More sharing options...
redrob41 Posted March 23, 2009 Share Posted March 23, 2009 Two examples of a robe set I've been playing with a little. Very much a WIP so expect updates when they come. Seriously, though, nothing final on those two. I'm thinking probably to replace the Star Forge robe model. At present, I can't think of an appropriate female body model to use for a female set, so this may be MRevan-only. The robes look good, and would make a really good alternative to the standard Star Forge robe model. I've wanted to do a mod exactly like that for a while, but haven't started because of other mods taking priority. I think that the Bastila standard clothes model would make a good female version. It has the high collar and shoulder pauldrons, but the skins would take a bit more effort to convert. I like the second screenshot better (the one with the khopesh blades), because you've removed some of the white metal and put in more tan cloth. It looks more flexible that way, and a little more like something a Jedi would wear. Finally, this head. Again. Very much updated from last time, but still far from final. Again, feedback, please. Looking much better. The veins definitely look like they are under the skin. Now that the khopesh blade is skinned, I obviously have to move onto the handle. While I have considered creating a decorative handle, I think that would suit any more 'unique' designs based on this model I may make in the future. I was toying with making a version of Naga Sadow's Poison Blade for a separate release, possibly with a few other weapons to supplement WotOR. I know, you can't see a difference. Sue me. Actually, there is a marked improvement, especially because the shine helps it stand out from the black backgrounds. The mottled pattern gives it kind of a hand-beaten look, like a hammer was used to pound it into shape. The model is great, it really reminds me of the second Mummy movie (the opening scene of the Scorpion King vs all the Anubis clones), so I think you've got the Egyptian feel of that type of blade for sure. Link to comment Share on other sites More sharing options...
Exile007 Posted March 23, 2009 Share Posted March 23, 2009 Those blades are looking great DI. But the handles look a bit... meh. Sorta grey'ish, so I hope you try to skin those. Or it's just my eyes are getting even worse. Link to comment Share on other sites More sharing options...
RedHawke Posted March 24, 2009 Share Posted March 24, 2009 Hmm... looks like a fine model DI but isn't it upside down... at least when the character is holding them? Not that I know anything about Khopesh's mind you! *Points to AV and Sig...* Link to comment Share on other sites More sharing options...
Darth InSidious Posted August 8, 2009 Author Share Posted August 8, 2009 It's been a pretty hectic few months for me, and I'm sure for everyone else as well; mercifully I've had plenty to do. Nevertheless, I've not exactly been resting on my laurels in terms of modding, even if there isn't quite as much to say as I'd like. They're coming along nicely, IMO. There's definitely more lustre present, and it truly looks as if it was forged from bronze rather than a mass of feces. Heh, yeah, the old textures weren't great. I think that the Bastila standard clothes model would make a good female version. It has the high collar and shoulder pauldrons, but the skins would take a bit more effort to convert. The Bastila clothes are certainly an option, although one I've been avoiding since 90SK has already made use of them; I was thinking perhaps of using Juhani's clothing model, which to my knowledge has yet to be used for this kind of thing, and has a similar shape. I like the second screenshot better (the one with the khopesh blades), because you've removed some of the white metal and put in more tan cloth. It looks more flexible that way, and a little more like something a Jedi would wear. Looking much better. The veins definitely look like they are under the skin. Hehe, thanks! Actually, there is a marked improvement, especially because the shine helps it stand out from the black backgrounds. The mottled pattern gives it kind of a hand-beaten look, like a hammer was used to pound it into shape. The model is great, it really reminds me of the second Mummy movie (the opening scene of the Scorpion King vs all the Anubis clones), so I think you've got the Egyptian feel of that type of blade for sure. Thank you, I'm glad you like it. Those blades are looking great DI. But the handles look a bit... meh. Sorta grey'ish, so I hope you try to skin those. Or it's just my eyes are getting even worse. It's not your eyes, they were unskinned at the time. Fixed now, though. Hmm... looks like a fine model DI but isn't it upside down... at least when the character is holding them? Not that I know anything about Khopesh's mind you! *Points to AV and Sig...* Haha, indeed. Unfortunately, though, I imported the wrong way round, and I was too lazy to reimport. Besides, it's a double-bladed model. You can wield it either way. >.> First up, the khopesh... again. As you can see, the handle is now skinned, and I tweaked the blade skin slightly. Props in this picture to oldflash for the headband and 90SK for the robe. Would have taken a neutral shot, but I had the mods in at the time. I've also done some work toward a more corroded skin, as per Pastrami's suggestion, although I don't feel it's worked very well so far. A more evil weapon for a darker Exile; unfortunately, teething problems with the handle skin getting mapped in-game properly thanks to some issues with mdlops, but I hope to fix those soon. The design on the hilt is a very small representation of Her Serenity the stoffe the Lady of Pain. You can't see it in-game (or very well on the skin), but I thought it was a cool touch, so nyer. Next up is a weapon model that is also a spoiler for NWN2, so don't look if you haven't played through at least into Act 3 of NWN2's OC. No, really. Show spoiler (hidden content - requires Javascript to show) My first stab at blaster modelling in a long time. Issues with the game again, which probable mean I need to redo the handgrip. This will be the standard security weapon, and I'm hoping to come up with a slight twist for it, so watch this space. Finally, something I've been fiddling with, on-and-off, for at least three years (if you go back to earlier pages in this thread, you may well find pictures of PCs wearing earlier iterations of this idea). I can't quite get the colouring right, though, so I may shelve it for a while longer. ---- Last of all, I want to talk a little about the plot and the story for the mod. I'm not going to be spoiling anything, so there's no need to look away. I do want to say, though, that, for the main plot at least, there is no fedexing (or, for the laymen among us, quest elements where you must carry item X from person Y on one side of the world to person Z on the other), and there is a fair degree of non-linearity in certain sections, although it is ultimately linear. What I mean is that, to get from A to B, there are multiple options open to you, and occasionally, certain actions will cause certain consequences. The upshot of all this is that it will not, I hope, be possible to play through all of the content in the mod in one run-through, which I think is very important. Another thing you will be assaulted by in packs is skill and ability checks. These will actually serve a purpose, and there will, I hope, be no dialogues, at least in the main plot, which have redundant options (i.e., ones that lead to the same line). I make no promises that the lines will all be radically different; that is the aim, though. One other thing that there's not much of in this mod is random kill assignments. This wasn't exactly intentional, but the mod evolved in such a way that combat, for the main part, isn't going to come up that much. When it does, though, I want it to be more special, and, preferably, tough. I consider it, like the fedex-quest, a bit too much of an easy way around having to come up with something original, memorable and fun. Things may change a little depending on whether I can do everything I want in-game, but I'm hoping this is not one of those things. That's all I have to say on the subject for now. Your fun fact for the update is that at last count, the main plot required around twelve modules. Make of that what you will. Oh, go on then. Just one spoiler for the plot. Show spoiler (hidden content - requires Javascript to show) Until next time! Link to comment Share on other sites More sharing options...
Kainzorus Prime Posted August 8, 2009 Share Posted August 8, 2009 Next up is a weapon model that is also a spoiler for NWN2, so don't look if you haven't played through at least into Act 3 of NWN2's OC. No, really. Show spoiler (hidden content - requires Javascript to show) Yay SsoG. Link to comment Share on other sites More sharing options...
TriggerGod Posted August 8, 2009 Share Posted August 8, 2009 First up, the khopesh... again. As you can see, the handle is now skinned, and I tweaked the blade skin slightly. Props in this picture to oldflash for the headband and 90SK for the robe. Would have taken a neutral shot, but I had the mods in at the time. Definitely looking better. I've also done some work toward a more corroded skin, as per Pastrami's suggestion, although I don't feel it's worked very well so far. It definitely looks... interesting. But I agree, it doesn't exactly look on par with the original... A more evil weapon for a darker Exile; unfortunately, teething problems with the handle skin getting mapped in-game properly thanks to some issues with mdlops, Did you remember to detach the polys? (even on the handle) but I hope to fix those soon. The design on the hilt is a very small representation of Her Serenity the stoffe the Lady of Pain. You can't see it in-game (or very well on the skin), but I thought it was a cool touch, so nyer. A cool touch that you can barely see? Next up is a weapon model that is also a spoiler for NWN2, so don't look if you haven't played through at least into Act 3 of NWN2's OC. No, really. Show spoiler (hidden content - requires Javascript to show) I haven't played it yet, and I looked at it. Whats going to happen to me? Seriously, that sword looks very good. Finally, something I've been fiddling with, on-and-off, for at least three years (if you go back to earlier pages in this thread, you may well find pictures of PCs wearing earlier iterations of this idea). I can't quite get the colouring right, though, so I may shelve it for a while longer. Would that happen to be the hood from Kreia's model? If so, I believe that the arm texture for one of the jedi robes uses an edited version of that, so I'm sure you can get pretty close using that little part of the texture. Another thing you will be assaulted by in packs is skill and ability checks. These will actually serve a purpose, and there will, I hope, be no dialogues, at least in the main plot, which have redundant options (i.e., ones that lead to the same line). I make no promises that the lines will all be radically different; that is the aim, though. Ah, something I thought was missing from the game. I didn't quite like how you use a skill in a dialog a few times in the whole game, and it leads you to the same conclusion as if you didn't have the skill. And I too would like to see some unique dialog every time I play through the mod. Oh, go on then. Just one spoiler for the plot. Show spoiler (hidden content - requires Javascript to show) dead guy laying in snow? the plot has thickened. If he is laying in the snow, I'd say maybe make a custom dead-guy skin that'll make him look a little... icy. Because if hes dead enough to have his spine sticking out, he should look bluer and a lot colder... Link to comment Share on other sites More sharing options...
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