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Nice In Game

Cris-9

Senior Squad



 

Fifamonkey2012

Reserve Team
Sorry this is no screen or example but I tried to be more subtle with sweet FX to help on deeper shadowing without glow on pitch, hint of bloom, SMAA a little more for that smoother "milky" (?) look. I find many kill the bloom and sharpening which I hate, so this is very subtle, if you have Sweetfx try this setting & throw a copy of this into "SweetFX_settings.txt" and test it out, I like small changes rather than "wam bam look at my sharpening glow fest" :):

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  1            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN        0            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM              1            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR        0            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX                1            // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN      1            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP            0            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           1           // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             1            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE           1            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD         0.20         // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS  80           // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16            // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.00         // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.035        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern                2            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold         20.25        // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower             0.97      // [0.0000 to 8.0000] Strength of the bloom
#define BloomWidth             0.0142       // [0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower               1.15         // [0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2                0.87         // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount           0.11         // [0.0 to 1.0] 
#define TechniPower            2.8          // [0.0 to 8.0] 
#define redNegativeAmount      0.88         // [0.0 to 1.0] 
#define greenNegativeAmount    0.88         // [0.0 to 1.0] 
#define blueNegativeAmount     0.88         // [0.0 to 1.0] 


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red                    4.0          // [1.0 to 15.0] 
#define Green                  4.0          // [1.0 to 15.0] 
#define Blue                   4.0          // [1.0 to 15.0] 

#define ColorGamma             2.5          // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation          1.1          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.36         // [0.6 to 0.2] 
#define GreenC                 0.36         // [0.6 to 0.2] 
#define BlueC                  0.34         // [0.6 to 0.2] 

#define Blend                  0.04          // [0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(0.990, 0.990, 0.990) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma              float3(0.970, 0.970, 0.970) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones

#define Exposure               0.00         // [-1.00 to 1.00] Adjust exposure

#define Saturation             0.00         // [-1.00 to 1.00] Adjust saturation

#define Bleach                 0.00         // [0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog                  0.000        // [0.00 to 1.00] How much of the color tint to remove
#define FogColor               float3(0.00, 0.00, 2.55) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance               0.01        // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast        0.10         // [-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         7            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone              float3(1.40, 1.10, 0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower              0.11         // [0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower             0.58         // [0.0 to 1.0] How much to tint the image



   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius         1.20         // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount         -1.00        // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope          8            // [1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter         float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode       3            // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
 

moxey25

Club Supporter
How do you guys make the graphics look so real and amazingly awesome?
It seems as though you use a program called SweetFX with the coding in post #272?

Would be great if you can let me know. Would love to join in and post some awesome screenies.
 

moxey25

Club Supporter
Fifamonkey2012;3446456 said:
Links to sweet FX can be found here:
http://forums.guru3d.com/showthread.php?t=376265

All you do is edit values in the SweetFX_settings.txt file, or copy paste values things posted here into that file to have those settings. You place all the folders in the download to the fifa13/game/ folder and load up.

Brilliant. Thanks a tonne mate. Much appreciated.

What screencapture program do you use?
 

envenenar

Club Supporter
Hey guys, i need help on screenshot like u guys did, i'm using sweet_fx to make my graphic looks better now. But when I take the screenshot. i can't get a image like u guys did. see my output. Even in the screenshot, i can see playername bar. how u guys screenshot actually. i try to ZOOM, but when I zoom it, it will be blurred.

Here's my try:




How do we zoom it actually? I mean like i can see the player brings the ball in a close range.Hopefully u guys could help me. Thanks.
 

Fifamonkey2012

Reserve Team
Sweet FX - TV Broadcast Alternative Tint

I was trying to match some TV broadcasts as I find Fifa saturates colors WAY too much and is far to "game" looking even though thats some times fitting to HD broadcats. I tinkered with sweet FX and tinted it by desaturating all the over eye bleed color burn which I hate in Fifa especially in sunny day time (eye burn) that Fifa engine produces and used a more blue level tint to get that outside weathered look & feel, kind of "UK outside weather look."

This is personal pref as all videos are based on weather/camera and so on but I prefer something less saturated and more "outside" looking.



There are all based on this real life example of the less saturated broadcast (grab from you tube match):



VIDEO: http://www.youtube.com/watch?v=mvySGGY7_D8




Heres the results in game - (No Photoshop all tinted with SweetFX):






















Sweet FX settings:

Code:
   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING  0            // [0 or 1] SMAA Anti-aliasing : Smoothens jagged lines.
#define USE_LUMASHARPEN        0            // [0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_BLOOM              0            // [0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR                0            // [0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_TECHNICOLOR        1            // [0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX                0            // [0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_LIFTGAMMAGAIN      0            // [0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP            0            // [0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE           1           // [0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES             0            // [0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA              0            // [0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE           0            // [0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER             0            // [0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_SPLITSCREEN        0            // [0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD         0.20         // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS  80           // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16            // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.


   /*-----------------------------------------------------------.
  /                       LumaSharpen settings                  /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.00         // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.035        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern                2            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                       Bloom settings                        /
  '-----------------------------------------------------------*/
#define BloomThreshold         20.25        // [0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower             0.97      // [0.0000 to 8.0000] Strength of the bloom
#define BloomWidth             0.0142       // [0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                        HDR settings                         /
  '-----------------------------------------------------------*/
#define HDRPower               1.13         // [0.0 to 8.0] Strangely lowering this makes the image brighter
#define radius2                0.87         // [0.0 to 8.0] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                      TECHNICOLOR settings                   /
  '-----------------------------------------------------------*/
#define TechniAmount           0.11         // [0.0 to 1.0] 
#define TechniPower            6.0          // [0.0 to 8.0] 
#define redNegativeAmount      0.88         // [0.0 to 1.0] 
#define greenNegativeAmount    0.88         // [0.0 to 1.0] 
#define blueNegativeAmount     0.4         // [0.0 to 1.0] 


   /*-----------------------------------------------------------.
  /                      Cineon DPX settings                    /
  '-----------------------------------------------------------*/
#define Red                    4.0          // [1.0 to 15.0] 
#define Green                  4.0          // [1.0 to 15.0] 
#define Blue                  15.0          // [1.0 to 15.0] 

#define ColorGamma             2.0          // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation          7.0          // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC                   0.36         // [0.6 to 0.2] 
#define GreenC                 0.36         // [0.6 to 0.2] 
#define BlueC                  0.34         // [0.6 to 0.2] 

#define Blend                  0.05          // [0.0 to 0.1] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                      Lift Gamma Gain settings               /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(0.990, 0.990, 0.990) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma              float3(0.970, 0.970, 0.970) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                        Tonemap settings                     /
  '-----------------------------------------------------------*/
#define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones

#define Exposure               0.00         // [-1.00 to 1.00] Adjust exposure

#define Saturation             0.00         // [-1.00 to 1.00] Adjust saturation

#define Bleach                 0.00         // [0.00 to 1.00] Brightens the shadows and fades the colors

#define Defog                  0.000        // [0.00 to 1.00] How much of the color tint to remove
#define FogColor               float3(0.00, 0.00, 2.55) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                       Vibrance settings                     /
  '-----------------------------------------------------------*/
#define Vibrance               -0.06        // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                        Curves settings                      /
  '-----------------------------------------------------------*/
#define Curves_contrast        0.10         // [-1.0 to 1.0] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula         7            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 


   /*-----------------------------------------------------------.
  /                         Sepia settings                      /
  '-----------------------------------------------------------*/
#define ColorTone              float3(1.40, 1.10, 0.90) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to tint the image
#define GreyPower              0.11         // [0.0 to 1.0] How much desaturate the image before tinting it
#define SepiaPower             0.58         // [0.0 to 1.0] How much to tint the image



   /*-----------------------------------------------------------.
  /                       Vignette settings                     /
  '-----------------------------------------------------------*/
#define VignetteRadius         1.1         // [-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount         -1.00        // [-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope          8            // [1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter         float2(0.500, 0.500) // [0.00 to 1.00] Center of effect.


   /*-----------------------------------------------------------.
  /                        Dither settings                      /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

//Note that the checkerboard pattern used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                     Splitscreen settings                    /
  '-----------------------------------------------------------*/
#define splitscreen_mode       3            // [1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split

 

Fifamonkey2012

Reserve Team
"Personal taste" :) I cant stand to look at fifa as if im in an acid trip :) Maybe its a UK weather thing, drab and cold. I just prefer natural tones than over saturated BF3 style filtering that much HD gives.
 

envenenar

Club Supporter
xyrho_44;3450403 said:
use instant replay

Thank you for helping. I'll try it later, but could you or anyone help me with getting a 3D grass? i try combine the regularcat's mow pattern and dodo997 pitchcolor. But I failed to get the 3D grass. So now i change my pitch file to the original moddingway pitch files. btw, I'm using moddingway patch.

Here's the moddinway pitch folder: http://www.mediafire.com/?aaquss3iyvu9c

You can help me to edit the file and upload it back or just teach me how to get the 3D grass.
 

DREAMZZ

Club Supporter
Fifamonkey2012;3452134 said:
"Personal taste" :) I cant stand to look at fifa as if im in an acid trip :) Maybe its a UK weather thing, drab and cold. I just prefer natural tones than over saturated BF3 style filtering.

Do you actually watch football? Because broadcasts nowadays are HD, and they display LUSH pitches and nice colors, both during daytime and night time.





The closer we get to this, the better it'll look.
 

Fifamonkey2012

Reserve Team
As I stated in my post:

This is personal pref as all videos are based on weather/camera and so on but I prefer something less saturated and more "outside" looking.

Load up SweetFX and set it that way then, christ, its just a game with filters and this is a screen shot thread, its all opinion and options, take it or leave it.

Its just a preference based on a colder looking more "outdoor" filter look, which I prefer, even those grabs you posted are eye bleed, I would be hitting the saturations settings on my TV in moments :)

Do you actually watch football?

Whats it got to do with football, this is about weather time, camera feed, lens use, all sorts of things that make lots of broadcasts different, not every TV broadcast is high saturated, hence the reason I made a version based on that particular footage which I likes and based it upon, funny enough .. a football match. Its the tech between your eyes and the pitch that change things, so to mimick a certain TV broadcast filter was the point. Seems everyone has what you posted covered already here, so I tried something different that's also from real footage.
 

DREAMZZ

Club Supporter
Haha, it's cool bro, calm down. You're actually right, there are occasions when broadcasts look like that, it looks good for overcast/rainy days. I personally like the saturated look though, I think the game looks great when you play during the day but at night it's way too drab. Also I think in real life it doesn't look much different than the screencaps I've posted, stadium lighting makes the pitch look really saturated and so does the sun if it's bright enough.
 

Fifamonkey2012

Reserve Team
DREAMZZ;3455435 said:
Haha, it's cool bro, calm down. You're actually right, there are occasions when broadcasts look like that, it looks good for overcast/rainy days. I personally like the saturated look though, I think the game looks great when you play during the day but at night it's way too drab. Also I think in real life it doesn't look much different than the screencaps I've posted, stadium lighting makes the pitch look really saturated and so does the sun if it's bright enough.

:) just wasn't sure if it was taken that I thought mine was more legit than others, just options, lots of options!

The vibrance of the pitch these days to me looks like Astro Turf with neon green, which is how it is but I just have to scratch my eyes to play it seeing as it takes up most of the screen :)

AmaroWaade those faces are so clean and rich :)
 


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