Sunday, September 3, 2017

Youtube daily report w Sep 3 2017

Hello friends After a long time I came to you.

So sorry for that.

We could not continue in the middle for the busyness.

The thing that

I brought to you today is about Bitcoin Income.

You can earn a lot of Bitcoin from this site.

That's why you have to open your account on this site.

But you will sign up by clicking on my descriptive link.

From this site you can earn a free roll.

You can earn money

by playing the game.

If you deposit, then this

site will give you some additional facilities.

As soon as the Setosi increases,

the Reward Points will also increase.

Bonus betting earns with that point.

The site also has a lottery system.

If you wish, you can win a lottery with free tickets.

If you want, you can buy a ticket with a reward point.

For more infomation >> Bitcoin earn hourly 2017 | Bitcoin income unlimited | Bitcoin earn today - Duration: 4:11.

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Dagashi Kashi tập 10 - Hotaru-chan bị bệnh cmnr ! - Duration: 24:30.

For more infomation >> Dagashi Kashi tập 10 - Hotaru-chan bị bệnh cmnr ! - Duration: 24:30.

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Frankfurt Evacuated For World War Ii Bomb Disposal - Duration: 0:21.

For more infomation >> Frankfurt Evacuated For World War Ii Bomb Disposal - Duration: 0:21.

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Trying to survive lost love?

For more infomation >> Trying to survive lost love?

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TG3 - MATTEO RENZI ''IL POPULISMO DI GRILLO E DI SALVINI'' - Duration: 0:42.

For more infomation >> TG3 - MATTEO RENZI ''IL POPULISMO DI GRILLO E DI SALVINI'' - Duration: 0:42.

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Un Regalo per i Batteristi - Drum Vlog #200 - Duration: 1:47.

For more infomation >> Un Regalo per i Batteristi - Drum Vlog #200 - Duration: 1:47.

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Dalla vostra parte -Canicattì ''QUI L' ACQUA A PESO D' ORO E FA SCHIFO '' DA 10 ANNI PRIVI DI ACQUA - Duration: 1:37.

For more infomation >> Dalla vostra parte -Canicattì ''QUI L' ACQUA A PESO D' ORO E FA SCHIFO '' DA 10 ANNI PRIVI DI ACQUA - Duration: 1:37.

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Artesplorazioni: astrattismo - Duration: 3:07.

For more infomation >> Artesplorazioni: astrattismo - Duration: 3:07.

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Edição Especial LucaasAlmda(Os Melhores Lances do FIFA no xbox 360) - Duration: 2:02.

The best throws of the FIFA in Xbox 360. Presents !

LucaasAlmda special edition

Thank you for watching,sign up for the channel.

For more infomation >> Edição Especial LucaasAlmda(Os Melhores Lances do FIFA no xbox 360) - Duration: 2:02.

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Joyas Ocultas del K-POP 007 -- K-POP Hidden Gems 007 - Duration: 2:43.

K-POP Hidden Gems 007

They are the first 100% Philippino K-Pop Group

At first they promoted this song at Seoul's streets

That short hairstyle which all of them wear is called "bob"

Maybe it was their last song before disbandment...

After a lot of changes... just now, 9Muses are only 4 girls

Korean Version of the song from this Vietnamese Group

SEARCH FOR YOUR FAVORITE VIDEOS TO SHOW THEM YOUR SUPPORT

AND SEND ME NEW SUGGESTIONS

For more infomation >> Joyas Ocultas del K-POP 007 -- K-POP Hidden Gems 007 - Duration: 2:43.

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COME RIDURRE LO STRESS IN 5 MOSSE | K.N.B.T - Duration: 4:30.

For more infomation >> COME RIDURRE LO STRESS IN 5 MOSSE | K.N.B.T - Duration: 4:30.

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PLAYMOBIL® Egypt Teaser | Kili Film® - Duration: 1:54.

A little stop motion insight ...

The movie comes closer ...

For more infomation >> PLAYMOBIL® Egypt Teaser | Kili Film® - Duration: 1:54.

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Mỹ bất ngờ phát hiện vật thể lạ bí mật của Trung Quốc ẩn sâu dưới lòng Biển Đông - Duration: 56:24.

For more infomation >> Mỹ bất ngờ phát hiện vật thể lạ bí mật của Trung Quốc ẩn sâu dưới lòng Biển Đông - Duration: 56:24.

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Wedding History - Jessica & Danilo - Duration: 8:49.

We met in college and...

well, it was a while before we met

because he was very silent, very quiet man.

I knew a friend of his, talked with his friend

and he was very quiet, always seemed to be sleepy.

The funniest part: we studied in the same class

and only after 2 year

later in the same class we went to know each other's existence

I was in the front, I think it's obvious, right?

First row, sometimes sleeping and

she was in the back row, a little sloppy, with a T-shirt band.

And we had a friend in common who liked a band

that I'll have to point out: Dream Theater

introduced us to each other.

And there was going to be a show from a band that we liked

and that we like until these days, that is the Dream Theater

Then I went to ask his friend if his friend was going to the show

and I decided to ask the question for Danilo too

which I remembered that liked the band.

He said he was going to the show

I said, "Oh, okay, so let's go together"

we stayed about 1 month flirting

and having dinner together, but

in the class it was the same thing:

he was always the front seat and I was in the messy back.

To tell you the truth, I did not care for her at the time.

she came to look for me and talk to me

I was most of the time drowsy.

Until through her insistence, I have to admit

we decided to go on a show together. I think it was one of the most memorable days.

We were not lovers or anything.

It was a whole day,

from 8 in the morning until the end of the night, we got queued in the sun.

That day we met a lot.

So...

after a while it was the day of the show

We stood in line all day

of the show

Before it started I told him

"Oh, Danilo. Take care,

you wear glasses and

I went to a show and a friend of mine, someone bumped into his glasses,

it fell in the middle of the crowd and he never found the glasses again.

When the show began I,

in joy and excitement, raise my arm

"YEEEEAAAHHHH"

and I threw his glasses on the floor,

then he was: "Oh, my glasses, my glasses, my glasses"

I got down and recovered his glasses,

so

I guess I did not give a good impression to my crush

because I almost broke his glasses on the first day.

But even so,

with a Dream Theater amazing show,

nothing happened and we just went back home.

Then we discovered that we ironically

worked 2 ~ 3 blocks away from each other

and started eating lunch every day.

Until, once again thanks to Jé,

she took the initiative

and we ended up going to the movie theater.

The movie, I still remember.

It was something to do with a Stone Age man,

I forgot the movie name now.

We did not even see the full movie,

we watched half of the movie,

but it was that day that we started dating.

Danilo is a very very special person in my life,

I would never have imagined

that I would be in the place I am today if it were not for him.

Danilo, he brought a lot of good things in my life,

he brought

some serious things that lacked in me,

a vision of the future that I had not before,

he brought it.

In the end,

everything that we are conquering, we're conquering together.

It's a good partnership,

he likes the crazy things that I invent.

He says that he doesn't, but it's a lie,

he does.

And just one last thing, I brought a proof of the crime here.

By the time of college Danilo had said that

they showed this picture here for him

me in the dog's house

And they asked him if he'd date this girl

and he said NO.

And nowadays he's going to get married,

so

I'm satisfied!

Until one day she wanted to gain courage

with a thing called cosplay

which I'm using right now.

She always wanted to go to those events, get dressed, but she had no support.

And me, in my innocence, I said, "I'll make the guns for you".

And I think this was the beggining of a long partnership,

I manufacture weapons and cosplay and Jess start using it.

Thanks to that, I have to admit, I met many of my friends and people in my circle, nowadays.

The wedding I think was the best decision ever made.

I'm very quiet, pacific man,

I would not have much to say about myself.

my life would be boring

And Jessica came and shook off everything

She is extroverted, talks a lot, she has crazy idea

and more crazy idea and she is the one that brings the adventure to my life.

I think it would be boring to me if I had not met her.

We're very different in this part,

I am more correct, but I think that is precisely what I love in her so much.

She brings me a social context that I would never have achieved alone

and I am not so shy after I met her.

I do not know if I've ever talk this straight for her,

but she's the one who brings an adventure into my life.

And that's it.

And that's it, the partnership that lasts until today

9 years of partnership.

So that's Danilo's story and mine.

And now from now,

more adventures. More and more adventures.

For more infomation >> Wedding History - Jessica & Danilo - Duration: 8:49.

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Unboxing and review X9 Gaming mouse e HSXJ X20 - Gearbest - Duration: 2:15.

Hello guys! Today I bring you here two mice

bought in Gearbest

the nomenclature "Gaming"

At a cost of two to three euros, let's see what they can do.

I will only present the unboxing this X9 since the other is exactly

like a simple cardboard box with nothing written.

and packed with a plastic rat

X9 is a gaming mouse by said Geabest

you can buy it for just over two euros

Lighting has the effect breathing and automatic exchange of color.

But you can not fix

It is made of plastic, has three buttons and scroll wheel

4000 DPI has not adjustable

The cable has a length of 1.3 meters

You can connect it to multiple devices provided they have the USB input

The Mouse is lightweight and has a weight of 76g.

Buttons appear functional and balanced, showing no flaws in my experience

The scroll wheel També seems to give the job done do the trick

without major problems, taking into account the value of the product

As for HXSJ X20 can find it

in Gearbest for just over three euros

The construction is in cheap plastic that

makes it light. It has about 60 g but with piles aaa to aa is a bit

heavier does not have any lighting

It has 6 buttons and a scroll wheel

The botoões are functional and balanced. However there is an exception! The side buttons

It has a lower construction and when press seem loose.

Will give a bad feeling

Despite being wireless and cheap, not sensed any failure in communication in daily use

Works 2.4 Ghz

through a USB adapter Package Included

There are 4 possible values ​​DPI: 1000, 1200, 1600, 2400

However by this value it seems a little irrelevant selecting DPI

After reviewing the two mice, will be worth the money?

I think yes. However aa single something approaching the "Gaming"

is its bold design because in everything else, it is not

I'm here today. Until the next guys!

For more infomation >> Unboxing and review X9 Gaming mouse e HSXJ X20 - Gearbest - Duration: 2:15.

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Atacante ex-Flamengo admite erros pelo clube e busca volta por cima no futebol TENTEN TV - Duration: 3:54.

For more infomation >> Atacante ex-Flamengo admite erros pelo clube e busca volta por cima no futebol TENTEN TV - Duration: 3:54.

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Dockers Presents: How To G...

For more infomation >> Dockers Presents: How To G...

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Bitcoin earn hourly 2017 | Bitcoin income unlimited | Bitcoin earn today - Duration: 4:11.

Hello friends After a long time I came to you.

So sorry for that.

We could not continue in the middle for the busyness.

The thing that

I brought to you today is about Bitcoin Income.

You can earn a lot of Bitcoin from this site.

That's why you have to open your account on this site.

But you will sign up by clicking on my descriptive link.

From this site you can earn a free roll.

You can earn money

by playing the game.

If you deposit, then this

site will give you some additional facilities.

As soon as the Setosi increases,

the Reward Points will also increase.

Bonus betting earns with that point.

The site also has a lottery system.

If you wish, you can win a lottery with free tickets.

If you want, you can buy a ticket with a reward point.

For more infomation >> Bitcoin earn hourly 2017 | Bitcoin income unlimited | Bitcoin earn today - Duration: 4:11.

-------------------------------------------

Dagashi Kashi tập 10 - Hotaru-chan bị bệnh cmnr ! - Duration: 24:30.

For more infomation >> Dagashi Kashi tập 10 - Hotaru-chan bị bệnh cmnr ! - Duration: 24:30.

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Frankfurt Evacuated For World War Ii Bomb Disposal - Duration: 0:21.

For more infomation >> Frankfurt Evacuated For World War Ii Bomb Disposal - Duration: 0:21.

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Jack Wilshere fires sly dig at Arsenal manager Arsene Wenger because he 'can't get a game' - Duration: 3:18.

Jack Wilshere fires sly dig at Arsenal manager Arsene Wenger because he 'can't get a game'

JACK WILSHERE has vented his frustrations over a lack of game time by commenting on Bournemouths Tyrone Mings Instagram post. The Cherries defender advertised his brand new academy which delivers a high level of football coaching to the next generation.

Jack Wilshere responded with this comment to Tyrone Mings Instagram post.

Jack Wilshere has yet to play a game for Arsenal this season. NEW CUSTOMER OFFER: ENGLAND NOW 33/1 TO BEAT SLOVAKIA WITH SUN BETS.

And Wilshere, whose Arsenal future looks all but over, couldnt resist taking a sly dig at boss Arsene Wenger with a response that mocks his own amount of playing time.

The injury-plagued midfielder wrote: Do you take 25 year olds who cant get a game? Im fully fit and ready to go. The England international made his comeback from injury in an Arsenal Under-23 clash against Manchester City earlier this month.

But his night ended in disaster after he was shown a straight red card for reacting to a late challenge in the 63rd minute.

He later hit out at SunSport after we said his career had hit a low point following the red card and tunnel bust-up. He wrote: Intrigued to hear more about how you think this is a career low for me?.

Jack Wilshere claims he is fully fit and raring to get back in action.   Jack Wilshere sent off for Arsenal Under-23s after flooring Manchester City's Matt Smith sparking brawl in middle of pitch.

  Arsenals Jack Wilshere appears to fiight in the tunnel after he was sent of in U23s match against Manchester City. Would love a sit down with you? Look forward to it.

His career has been left in limbo having failed to find himself a new club this summer. He had been linked with loan moves abroad to Real Betis and Premier League rivals West Ham but deals failed to materialise.

But Wenger is reportedly willing to give him another chance to prove himself at the Gunners after holding showdown talks with the Frenchman.

For more infomation >> Jack Wilshere fires sly dig at Arsenal manager Arsene Wenger because he 'can't get a game' - Duration: 3:18.

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How to recognize good vs. bad quality shoes | Justine Leconte - Duration: 11:22.

hi everyone its Justine. when you buy shoes the price and all the brands are

not indicators that you're getting good quality, unfortunately. but there are

several details you can easily pay attention to when you're shopping for

shoes, that will save you a lot of trouble slash pain slash regrets. I'm

gonna show you shoes from my own collection, which you've seen in the

previous video a few weeks ago about my shoes and you will see the materials as

well as the construction, both things matter tremendously at the end of this

video you also get some shoe shopping tips that you might or might not know,

it's not always obvious, let's go, first, the material is really important

shoes are usually made of fabric or suede, which is a little bit brushed

leather, or flat regular leather or plastic, most shoes fit into those four

categories. the shoe will tell you. for example: on those ballerinas

it says here (I still have a label underneath) that this is suede leather,

the inside is leather but you see it's not suede, it's not hairy, it is regular flat leather

and the sole is plastic. on this shoe here which is a made in France,

handcrafted shoe, you can see inside on this label it says the upper is in

leather, the inside here, everything is in leather and the sole also, here you see

a plastic element, I'll get back to that in a minute,

but basically the shoe will tell you, each material can be good or bad

depending on how you see it, leather is made from animal skin so that's an

obvious argument against leather if you're vegan or a vegetarian, it is

sensitive to water and sun. it is a very noble material so it needs to be

prepared before it's used on shoes. that makes it more expensive, more premium. and

it is soft and flexible because it's it's skin so it gets more and more

comfortable over time when you wear the shoes. it's also quite breathable and it

is biodegradable. plastic on the other side. or the official name is

polyurethane. the scientifical term it P.U., it's

plastic, is a lot cheaper which is the main reason why many cheaper brands will

use that in their shoe production. it's very durable more. durable than leather

but it's so durablel that it is not biodegradable. leather needs roughly 50

years to biodegrade. PU needs 500 years. it is less breathable than leather. it is

in fact not breathable. it's plastic. it is also a bit sensitive to UV rays and it

might lose or change its color if you leave the shoes in the sun. and when you

hear that shoes are made of vegan leather, so-called "vegan leather", it's in

fact PU that is prepared to make it look like it's leather, but it is PU, it is

plastic, coming back to leather, for one second. I forgot something.

not all leathers are good quality. there is leather and leather. depending on where

and how its produced. for instance if the leather is very thin flexible and supple.

it's probably higher quality. also if you see a little scratch on a shoe when you

try the shoes on in store. and the scratch has the same color as the

surface of the leather. that's a very good sign, it means that the skin has

been prepared properly. it has been tanned well so that's higher quality. if

you have a scratch on your shoes later, it would be really easy to just fix it

with shoe cream that is transparent, instead of having to look for a tinted

cream that has exactly the color of your shoes. to finish on the materials let's

talk very quickly about ribbons and embellishments and stuff that's usually

shown as decorative elements on top of the shoe. the throat,

this part here, the front upper part, let's say that's leather and on top of

that you have ribbons or beads sewn into the into the leather, the leather is

flexible so it's stretching and it's supposed to bounce back into place but

the beading on top is stiffly sewn onto it: this is gonna make the holes of the

sewing grow with time, you can end up with holes in your leather or and the

wool stuff that is sewn on top stiff ends everything so your shoes are going

to be a lot less comfortable, I am not a fan

of embellishments and stuff on top of shoes... you see that in fancy shoe stores.

cheap stores or also on super high-end designer shoes: I don't think that's a

sign of quality and durability... let's move on to the construction of the shoe

the next super important part. example: that's the upper here outside and inside,

both matter, that is the sole, the heel - where it is placed

matters a lot - and then the arch here is especially important. the higher the

heels the more that is important. let's dig deeper into each of those elements.

usually the upper and the sole are produced separately and then they are

attached together either with glue or with stitches. both methods can be good

if they're done properly. here's how. if you see stitches like on this shoe here.

all around. then the thread of the stitches should be waxed. that's

extremely important. you can know that if you scratch a little bit with your nail,

or here, and you don't see little hairs coming out, that's a good sign if the

threat remains compact and flat, so to speak.

wax makes the thread more durable because it protects it and it also makes

the seam waterproof. very important. if the sole is glued instead of being

stitched like on those ones then take the time before buying the shoes to look

at all the edges. here you should see glue nowhere. if you see visible glue

somewhere. it's a sign of very cheap production. so take the time look at both

shoes from all angles. the salesperson is going to think that you weird but

that's okay because you know what you're doing :-) all the edges should be impeccable.

that's actually a good shoe and if you have edge paint like here, the leather here

is this color but they painted the edges to match the color of the heel and the

rubber sole, which is good, then this edge paint should also look impeccable, which

is the case. then under the sole what do you see? this is just leather: you see

it's absorbing a lot of things I stepped onto, it's dirty and it's starting to be

eaten up by all the little sand pieces, glass pieces, little stones I stepped onto.

the sole is starting to deteriorate here. that's why I prefer a rubber sole.

it's less slippery than that, huge factor for me. and you could technically just

replace this rubber sole when it gets used up. without that leather part

starting to get damaged. if you buy shoes like that and you want to add a rubber

sole. any shoe repair shop around the corner of your house can do that. and you

can just replace the rubber sole every now and then. when it needs it. the next

point is the placement of the heel under the shoe: here are 2 examples. on this one,

you can tell that the entire heel is really in the middle of this part of

your foot. that's proper heel placement. that's another good example: you see the

heel starts more at the back but it's going that way, so the part that is

supported on the floor is really under your heel, where it needs to be.

sometimes you see shoes, especially ankle boots: if they're cheap and poorly

constructed, the heel goes down here completely vertically. that can't be, the

food doesn't work like that, that's poor construction. then the

arch is essential, especially on high heels. you see this curve here? it should

follow the natural curve of your foot. if you wear those shoes and you feel that

you are like crrrrr in them, that's terrible. the food should naturally lie on it and

feel comfortable, and have if possible the full surface as a contact point. now you

might think ballerinas have no arch... they are completely flat, so by definition

they cannot be comfortable. you have to wear them with an insole inside, that

compensates for the flatness of the shoe itself, otherwise it will never work with

the natural arch of your foot. ballerinas are not a comfortable type of shoe. then

inside the shoe you should be able to see a full lining. here it's in a darker

color so it's easy to see it, it's stitched here all around. if you put your fingers

inside, up to the tip, up to the toes, or you look inside, you see that the lining goes

up to the end: it's a full lining. this one is not good: when you see it from the

top, you don't notice anything, it looks like it's lined. but look to the front,

can you see? it stops right here. so all the front part of the foot is on

the hot ground every time you make a step... cheap. they save money on the

corners. there are two main points that get shocked every time you make a step

because we. humans. are not meant to walk just on 2 feet, there is the heel here, and

there's the front part where you have the balls of the foot, where it carries

most. those two part get shocked with every step so you need, in good shoes, to

have a cushion. here you can see the little cushion under the heel but

we're missing one here inside. so half of the work done... last but not least, some

useful tips that I think not everyone knows; first, always try on shoes to see

the true size when your feet are swollen. that means at the end of the day or on

hot days. this way you see the maximum expansion of your foot. feet are compact

in the morning and they expand during the day, by up to half the size, so that

really matters. another thing to test before you buy is to press on the sides

of the shoe to see if the shoe is also flexible sideways. that's an indicator of

comfort and that's especially important if the shoe is a light shoe or a flat. do protect your shoes with a waterproof spray thing, it's not a marketing trick,

it's really useful I think. do it right after you bought the shoes, before you

wear them for the first time, do it a couple of times during the year every

now and then just so you don't forget and every time they got wet. it protects

the surface, it makes it easier to clean and it makes it last longer. when you

store your shoes, you know those little hangers with papers that you have inside

the shoes when you buy them? that's really good, you should keep that. put

those hangers, put the paper, especially in leather shoes or in boots - shoes that

have a shape that's supposed to stay the same (so not fabric, harder materials).

you'll really preserve the shape a lot longer. thumbs up if you learned

something new, something useful, thank you so much! I also did a similar video on

how to recognize good versus bad quality in clothing, so if you're interested in

that, I'll link it here and in the description below, have a look there. many

of you found it useful and even shared further tips in the comments, so I find

the comment section of that video extremely helpful. I do

fashion videos twice a week, every Wednesday and Sunday so if you want more,

subscribe to this channel right here. I'll see you soon again and until then you

can go analyze the shoes in your closet :-) take care, bye bye!

For more infomation >> How to recognize good vs. bad quality shoes | Justine Leconte - Duration: 11:22.

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UEBS : 2000 Predators vs 25000 ZOMBIES - Ultimate Epic Battle Simulator - Duration: 7:50.

Hello its Ricardo and welcome to another ultimate epic battle this time we go

into the realms of sci-fi where we pit the predator from the predator movies

alien predator against zombies but before we do that can I ask you to go to

the subscribe button and click Subscribe and if you can do also give me a like

and also then look at the notification icon the notification icon will tell you

when I've put more videos on YouTube okay so with a huge battle now we're

gonna go for thousands thousands of zombies against thousands of predators

so it's gonna take quite a bit of time to draw on the map it would be too much

for it to render so what we're gonna do we're gonna take it outside of the city

city in the backdrop nice bit of ambience and we're gonna pit 2000

predator against thousands thousands of zombies you know 25,000 of them 2,000

predators against 5,000 zombies I said look at that predator model from the

modding community excellent it is fantastic really loving the workshop mod

community there's some guys and girls out there than some fantastic work and

really breathing new life into this game so the zombies well we brought in the

zombies before they were game stalwart they've been there around for ages

haven't gone for the running weren't just a normal sort of like zombie horde

sort of thing so with that nothing more to do let's get into it and let's go

back at the end of the battle and see who wins

and there you have it everybody the Predators win who would have thought

that overwhelming odds of the zombie army were thrashed down by the greatest

enter the universe has ever known can't wait to see if there's any alien

mods to be had in the workshop someone's bound to do one and that will be another

epic sci-fi battle I'm sure to do I've been Ricardo it has been you EBS look

out for more videos

For more infomation >> UEBS : 2000 Predators vs 25000 ZOMBIES - Ultimate Epic Battle Simulator - Duration: 7:50.

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Bad Baby Learn Colors with GIANT TIGER very Funny - Superman Frozen Elsa Pranks Video for Kids - Duration: 10:31.

Bad Baby Learn Colors with GIANT TIGER very Funny - Superman Frozen Elsa Pranks Video for Kids

For more infomation >> Bad Baby Learn Colors with GIANT TIGER very Funny - Superman Frozen Elsa Pranks Video for Kids - Duration: 10:31.

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Nightcore - Weak「Lyrics」 - Duration: 2:40.

Nightcore - Weak「Lyrics」

For more infomation >> Nightcore - Weak「Lyrics」 - Duration: 2:40.

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Smartcar: So kann man seinen Gebrauchtwagen pimpen | Galileo | ProSieben - Duration: 9:47.

For more infomation >> Smartcar: So kann man seinen Gebrauchtwagen pimpen | Galileo | ProSieben - Duration: 9:47.

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Vacation Time (Cover) - Violette Wautier & Stamp (OST. ฟรีแลนซ์..ห้ามป่วย ห้ามพัก ห้ามรักหมอ) - Duration: 2:43.

Put your heart & your soul in the suit case

Today, there's no signal, run wherever you want วันนี้จะไม่มีสัญญาณ วิ่งตาม ไปที่ใด

Heading to the mountain

Heading to the sea

Grab your purse and step out ใส่กระเป๋าก้าวออกไป

time for our heart and the wind to greet each other มีเวลาให้หัวใจกับสายลมได้ทักทาย

Allow sunlight to come in and touch your skin

The air ventilates your sadness อากาศถ่ายเทความเศร้า

your suffering evaporates into smoke ความทุกข์ระเหยเป็นควัน

Watch those pine tree dancing

This is the vacation time

It's time to slow down your life

Time to take a rest and relax

Time to run away from painful fact

This is the vacation time

Feel the grassland beneath your feet

To a universe where we are safe from everything สู่จักรวาลที่สองเราปลอดภัยจากทุกสิ่ง

Try to get stoned among the wind breeze

Oh, heaven exists โอ้ สวรรค์มีอยู่จริง

This is the vacation time

this time is very meaningful เวลานี้ช่างมีความหมาย

Drink life in slowly, rest ดื่มชีวิตช้าๆ แล้วพักผ่อน

forget the terrible real life, throw it away ลืมความจริงร้ายๆ ทิ้งเอาไว้ก่อน

This is the vacation time

Subscribe & Share :)

For more infomation >> Vacation Time (Cover) - Violette Wautier & Stamp (OST. ฟรีแลนซ์..ห้ามป่วย ห้ามพัก ห้ามรักหมอ) - Duration: 2:43.

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Ornatrix plugin. Basic course. Chapter 6.5 ( + En sub) - Duration: 11:35.

I also want to remind you that in Material4Tuts

you can download the scene with dreadlocks and see

how I created them.

Scene with a braid from the CGAllies Stream

and Marmoset Toolbag scene with Light

and hair material.

And to continue the lesson - you need the scene

with the mannequins which you can download

in Material4Tuts

by link which named Hair Manequinns.

Downloading this file, unpack

and open the scene.

When you will open it - you will immediately see a female mannequin

with which we will work in this chapter.

Also, if you go to the list of the layers -

then you can make Unhide the male mannequin.

It will be useful to you in the next chapter.

For each of the mannequins -

I painted the hair growth mask, which will be

used in the lesson.

So, the all references, which I will

show in this tutorial - you can check

by clicking on the link "Hair Reference"

in Material4Tuts.

By opening this link - you will go

in my group with the references.

The group is constantly updated, so

if you need the hair and other references -

Welcome!

So,

Before to start creating

of the gamedev hair -

let's begin to talk about the number of

triangles and requirements of this type.

So, let's talk about - how it all began.

Initially the hair in games was made

very primitive.

To this goal - allocated no more than 100-300 triangles

and they were made not by a plane,

but by a solid geometry,

sometimes with a separated pieces on the edges -

to impart the realism.

And if they make with a separate plane, then

created very simplistic, such as -

on this picture.

Then, in The Sims 4 slightly raised the bar to

700 triangles on a simple hairstyle and

somewhere 2-3K to complex.

After - Uncharted is realised by Naughty Dog

and they raised the bar for quality Hair , thereby

increasing the polycount to 4-5K.

For example,

Nathan Drake hairstyle in Uncharted 2 -

weighed 4K triangles.

Then, after some time - Naughty Dog

released the Uncharted 4.

and raised the level of quality - even higher.

thus - increased hair weight to

20-40K triangles.

In the game characters looks very cool,

and sometimes the hair can't be

distinguished from the photograph.

By increasing the amount

of the triangles - eyebrows and eyelashes

for the characters

began to make more realistic.

And don't draw or bake on geometry or

some simplified plane.

Once the bar for quality in Naughty Dog games

rose - other studios also began

raise it to a high level.

For example, Square Enix also began to allocate

40K triangles for their

characters hair in Final Fantasy 15.

Having such a quantity -

give you the chanse to create very high quality

and detailed hairstyles.

But Guerrilla Games wanted more

tough quality and they have raised the bar to

100K triangles in their

Horizon: Zero Dawn game.

It was this amount that was

spent on the hairstyle of the main character Eloy.

Having at the disposal of 100K -

you can create hair with production level.

As in the same cinematics or movies.

Just look at the characters in the game and

you will understand what I mean.

They look very cool!

In the meantime, the hair quality standard in the games has grown -

Epic Games were

developing a cool shader for them

in the Unreal Engine 4.

And in Paragon game - they showed

a high level, thereby giving

the ability to make high-quality hair

in this engine.

To do this, Epic Games have spent a hour

conference and wrote a detailed

documentation about hair import in the UE 4

Going to my blog into Material4Tuts -

you can find links to these materials.

Link "Photorealistic Character Project (youtube)"

guide to a video conference, and documentation -

to detailed documentation

about the creation of the photo-realistic

character in the UE4.

In this chapter - I'll show you how to load the hair model

to the Marmoset Toolbag 3,

and in the next lessons I'll tell

about their setting in UE4.

At this point, 100K triangles

is the largest weight for hair in games.

Who knows, maybe next - will be more.

But I can safely tell you that

rarely when you will need that amount.

For example, in this work -

I needed 28,846 triangles

with eyelashes and eyebrows.

In this work - I have set myself the restriction

in 30K and as you can see, it turned out

quite realistic.

Having at the disposal of 100K triangles -

It can be even steeper.

In fact, you can blend in 5K -

if you will need not a complicated hairstyle.

Just curls, curly and

complex volume hairstyles -

require more triangles.

If you simplify the polygon count, the hairstyle

won't be nice and realistic.

If only it were that simple, in the Uncharted 4

ND wouldn't use the multiple layers to create

the Nadine hairstyles.

Since she have complex and

volume hairstyle with curls.

So, with a polygoncount we clear.

Now let's talk about - how to begin

gamedev-creation process of hair

with using Ornatrix.

Re-open the scene with the girl's manequin and

begin the lesson.

The process of creating GameDev hair is similar to

the creating hair for the Production.

It starts with a hair growth mask drawing.

In the reference, a reference to that - I gave earlier,

you can find a short cut and

so - to understand how to draw

this mask.

When I drew my mask -

I was equal to this photo.

Every girl - hair growth line

may differ.

Therefore, choose a desired option.

As I said before - the mask is already drawn

in this scene.

Go next...

After the mask is ready - select

the object and apply the Furball preset.

Prefetching to making the Reset XForm for the object.

Naturally, at first, you will see such a result.

To make the hair growth by the mask -

go to Guides From Surface and in the slot

which named Distribution Map loading the texture.

In the Hair From Guides - doing the same thing.

Thus, you get a base

for the further work.

A further action depends on -

what hairstyle you are going to create.

If the long hair - then leave it and then

groom them in the Edit Guides.

If short, then immediately reduce the value

of the parameter which named - Guide Length.

The next - remove the HairFromGuides modifier

Since in gamedev hair it is not necessary.

Sometimes, of course - I use it

for the hair interpolation,

but very rarely.

That is, I choose the type - Guides From Hair and look

Is there a difference with or without it.

If there is - I'll leave it.

Since sometimes the result looks better with it.

If the difference isn't visible - it can be removed.

In the Guide From Surface increase

the number of guides.

If the position of the hair then broken -

in the Ground Strands press the button

which named Root Detached.

Then, I usually use a modifier

which named Gravity, to facilitate further

grooming hairstyle.

Then - I appoint another

Edit Guides and comb the hair.

After those manipulations -

I assign the Mesh From Strands modifier

above the rest in order to see

the final result.

Since this is the GameDev hair - I'm just changing preset

to Full in the Render Settings.

Then, after the Edit Guides I apply

the Rotate Strands modifier.

In order to control the rotation of the hair planes.

Then, note the option - Orient Based on Strand and

set the angle = 180 degrees.

In the Next I apply the Push Away From Surface

modifier and add the manequinn

through the Add button.

Disable an option - Collide with a distribution mesh

and tune the hair distance.

The same option can be used

for giving a lush.

So, when a basic list of modifiers

and an exemplary form of gamedev hair are ready.

I'm starting to adjust the radius and change the curve

so that the roots of the hair

properly attaches to the head.

Then over the Edit Guides,

I apply the Strand Detail modifier to control

the optimization of the polycount.

Let's turn on the display

of the number of triangles in the statistics.

To do this - press Alt + B,

then ggo to the Statistic tab and turn on

the Triangle Count option.

turn of Vertex and Polygon Count since

at this moment - they aren't needed.

So, at this point I have - 8K tris

and now I'll show you how

you can optimize the amount with

using the Strand Detail modifier.

Entering the settings in the Strand Detail - you can

control the polycount with

the parameter which named Number of Segments.

For example, if you put a value

to Viewport = 3, you will get 3,200 triangles.

That is, as I said earlier - thus

you can optimize the polycount and

it is the one way to optimize you hair model.

The second method - the removal and addition of

guides in the Edit Guides.

At this point - their number = 800

Choose a convenient selection way for you,

whether it is simply the seizure of a

cursor or using a special brush in

Edit Guides.

Select the part which you want

to remove and click Remove, or the Del key.

I usually use this two ways,

and then simply add the necessary guides

with using plant button.

There is also a third way to optimize your polycount.

Just reduce the number of guides

in Guide From Surface and then click

Retarget Changes

in the Edit Guides, to apply the changes.

In the result - the whole hairstyle will saved

but the number of triangles is reduced.

At the moment - it is 836 triangles.

Very often people asked me about the budget =

1K hair triangles.

That's just - one of the cases of the optimization.

Since the hair is less - you can increase their radius.

And where there is empty space - add the guides,

and where on the contrary - remove them.

Thus, using the Ornatrix -

you can set the right

number of triangles without problems.

That is, all of the work with the optimization

It is the right in distribution guides

on the surface using the all of this methods,

which I showed.

In the result - you'll have a high-quality

hairstyle at low polycount budget.

If so required by the customer or your project need this.

One of the Ornatrix feature for gamedev

is - an opportunity at any time to make

changes in the finished hairstyle.

For example, comb your hair in that way.

That's why I always recommend to keep

the Modifier stack in a single file.

A conversion to Edit Poly and further

work - to carry out in another scene.

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.5 ( + En sub) - Duration: 11:35.

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12 СМЕШНЫХ ФОТО ИЗ СЕРИИ ПОКАЗАЛОСЬ - Duration: 1:35.

For more infomation >> 12 СМЕШНЫХ ФОТО ИЗ СЕРИИ ПОКАЗАЛОСЬ - Duration: 1:35.

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Ornatrix plugin. Basic course. Chapter 6.3 (Eng sub) - Duration: 10:07.

And next modifiers - Hair From Guides and Render Settings

which I analysed in

the previous lessons.

and after the Render Settings - you will see

Mesh From Strands modifier.

So let's start the analysis of its settings.

This modifier allows you to create

mesh of the hair.

It can be used

in the creation of special hair planes for the gamedev.

After the appointment of a modifier -

you immediately see the 3 types of hair mesh to choose from.

The first type - allows you to create a mesh

of the cylindrical or prismatic shape.

With the Num.Sides parameter you can

control the number of sides

for a cylinder or prism.

The Cross-Section Shape option allows

to make a smooth bend for a hair plane.

On this type - it naturally doesn't work.

That is, if we will choose the second type -

flat object, you immediately see

the effect of this option.

And the third type is a proxy mesh.

Once you choose this type -

the all hair will disappear,

but don't worry about this.

Just you should to create some object,

which you will use as

the proxy mesh.

But before you create an object for the proxy -

let's try to understand the principle of

this method.

It is important to understand that Ornatrix literally takes

the proxy object, stretches

and deforms it by guides

inheriting the all settings that you

mark in the Inherited Properties.

Based on this - you must have a dense

wireframe by vertically.

To have a more gradual bend.

If you will add to the proxy list of several

objects, that Ornatrix randomly

will distribute them to the surface.

Random distribution

is controlled by a seed parameter.

The Proxy-method is perfect

to create feathers, leaves, mechanical

hair, tentacles, and so on.

Let's create a cylinder and on its

example - I'll tell you about the use of

the proxy-method.

At the time of the creation - the main thing isn't to shift

the pivot from the bottom of the object.

Since Ornatrix considers its position.

Let's modify the cylinder in such a manner.

Then apply the ResetXForm and

add this cylinder to the Ornatrix proxy-objects.

In the Render Settings - select a Full Preset.

As a result - we get the using

of created objects by Ornatrix guides.

Now - if you go to the Edit Guides and

edit the guides.

That the all changes - instantly apply

to the Proxy-object.

For a smoother bend, as I said -

require a dense wireframe in

the proxy-object.

For example, you can assign the MeshSmooth.

Let's clone the cylinder, make some

changes and also add to the proxy.

As a result - we will have the randomly distributed

two proxy over the surface of the sphere.

With a Seed - change the randomness of the distribution.

Also, if you edit any of

the objects, that is the all changes will be

transferred to the Ornatrix - in real time.

By Proxy-object that's all. Go next...

And next is Tangent normals option that

used to render the Directional map

for the anisotropic reflections.

When this option is enabled -

the normals of the Hair distributed

perpendicular to the normals of the object.

Thus - obtained the necessary

effect to create a directional map.

Camera Facing Billboards used in conjunction

with the second method and allows to include

the normal direction relative to the camera

at the render time.

The next option is Export Guide Mesh Data

saves all changes in the Mesh.

This means that it allows you to make mesh

of hair

then apply some

modifier, for example - cloth simulation and

after that - on the top add

Ox Guide From Guide Mesh and convert

it back into the guides.

The next option is Per-Strand UV Coords which

turn on the separate UV-coordinates for

each strand covered from 0 to 1.

If you turn off this option - the coordinates will

inherited from the hair.

For example, if you create leaves, feathers or

any plane for the game Hair -

commonly used an one texture for

the all objects.

Therefore, every one of them - must have its

own set of UV.

For this you should turn on the Per-Strand UV Coords option.

The following options - Base Channel and Coord.Stretch

in this case, are not active and they rarely

used.

So I won't dwell on them, as well as on

these three icons.

But the options - Create Texture Atlas and

Str.Group Tex.Islands are important

for the gamedev - so now I tell you about them.

So, Create Texture Atlases option allows

to create texture atlases for the hair plane.

Let's first take a look - how looks

the UV without it.

Turn on the UV Coordinates in the Inherited Properties

and convert it to the Editable Poly.

Then assign Unwrap and check

what happened in the UV Editor.

As you can see - UV Field filled by one square and it

not scaled.

If you will have the several groups -

working with this UV would be very uncomfortable.

So, if you go back and turn on

the Create Texture Atlas, you will get the right

UV pieces which scaled

for the each plane.

Again, with this type of UV - isn't very

convenient to work, but for baking AO

it is very suitable.

But let's imagine that your task is to create a

some hair groups and get

a good UV - with which

will be convenient to work.

So, if you go back and turn on

the following option which named Str.Group Tex.Islands,

and which works in conjunction with the first.

Then, in the Edit Guides create the multiple groups.

For example, to allocate this part and assign ID = 1.

Then invert the selection and assign ID = 2,

and allocate another part and assign ID = 3,

thereby obtaining the 3 groups -

then we get the right UV.

That you are convinced of this - I first

will disable these two options and convert

in Editable Poly - appoint Unwrap.

As you can see, despite of the number of groups -

we have one texture atlas of the all plane,

which is convenient if you are using -

one texture and one group for the all hair.

But as usually happens more

groups - that this result doesn't suit us

and have to spend a lot of time to

scaling, transformation and

so on to get a few groups of the UV.

So, turn on a bundle Create Texture Atlas and

Str.Group Tex. Islands -

you will get the following result for the three groups.

Moreover, they are scaled

and distributed by UV-square

in the right way.

With this kind of UV - much more convenient

work and will save you time.

And the next tab named Material IDs.

By Default the all generated facets

within the wirerframe will have the same

value material ID = 1

That is, you will have a material with a 1 ID.

However, with the configuration of parameters in the

group you can parametrically

specify - as the ID will be posted

in the wireframe appears.

ID can be used to

applying the several materials

on the resulting hair mesh

and for this task you can use

the multi-subobject material.

So, let's analyse the all options,

which a placed here.

The first option - Based on Strand Group

allows you to set the same material ID

as the group number of each strand

from which the hair mesh is created.

For example,

if you assign 3 groups in the Edit Guides,

then you will have 3 Material IDs.

The next parameter is Num.Mat.IDs

used in conjunction with the Scatter Randomly

and the Scattering Map and determines how many ID will

distributively in the resulting mesh.

That is - if you will turn on the Scatter Randomly option and specifying the

number for Num.Mat. IDs -

we will get a random distribution of ID

from 1 to the number of

for generated hair mesh.

Scattering Map allows

to manage this distribution using

a texture with gray shades.

The next is the parameters of the

Cross-Section Settings tab.

In the options - you can set the number of

sides to which is divided

the surface, as well as manage the bend

plane through the curve

the Cross-Section Shape.

Adding sides is done to give

the volume for the flat hair in Gamedev.

About the Proxy-objects I have already told,

and the next is a map which named Distribution Map,

and which is used to control

the proxy-mesh distribution.

In this case - to change the value of seed

won't be taken into account.

Also, as with any modifier,

to load the distribution map - you can

use the multiple options

if you click on the icon beside.

The next option is Uniform Scale which placed in

Initial Properties tab

also refers to the Proxy-mesh

and it allows you to manage a uniform

scale distribution

depending on the guide length.

That is, if you have a short guide, then

it will be replaced by proxy-object

of the same scale.

And the last tab - Inherited Properties.

allows you to enable inheritance

of the parameters, whether it - turn, change the shape,

width, radius and UV-scan.

So, that's all info about

the Mesh From Strands modifier.

Go next...

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.3 (Eng sub) - Duration: 10:07.

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Ornatrix plugin. Basic course. Chapter 6.4(+EN sub) - Duration: 8:33.

The next on the list after Mesh From Strands -

there are two

modifiers for hair simulation -

Dynamic and Animation modifiers.

Since the dynamics of the hair - it is a separate

theme which requires detailed analysis,

that is I will talk about these modifiers in

a separate big lesson.

In it, I will analyse the

Lucid Modifier - a plugin that allows you to

simulate the hair very easy

and in fact, I like it more -

than the standard Ornatrix dynamics.

Since the simulation rendering in it much

faster and with just one click - you can do

an awesome simulation without straining.

Enough to apply the Lucid over the Edit Guides

and click on the Play button.

It is clear that the need to analyse the settings

for a best result, but Lucid -

so intuitive,

that I think - you will like it too.

But about him and the whole dynamics - I will tell you

in another lesson.

Now we go on.

And after the dynamics the next is -

Add Hair Shells modifier and order

to analyze

its working principle -

let's create a plane and apply

a standard preset - FurBall.

So,

the main goal of any plug-in for hair -

to allow the user to intuitively

level - to create hair volume of any shape.

And Ox Hair Shells modifier is

the one method to achieve this objective.

The main idea of ​​it is to manage

the direction and growth of the hair with the help of

special mesh - the so-called cage.

As well as transform and

modify the hair.

Let's start the analysis ...

Adding modifier on top

of the Ox Guide From Surface.

After that - clone the plane a few times.

Now go to the Hair Shells modifier and

with using the Add Shell button -

add the all planes to it.

Thus, we will get - a hair rig

which are tied to these planes.

If you will start to move, scale and

do any manipulation with them, the hair will

to change its shape.

And if you add another plane - the hair will continue

to grow on it.

Thus, you can create

the different hairstyles

and manage them in real-time.

The main goal is don't forget the rule - hair mesh

must have the same

vertices number.

In the modifier settings -

not a lot of options.

Cut Penetration Strand used to remove

intersecting strands.

If you make an another copy of the plane

and for example, make this intersection.

Then - add it to the Shells,

is at the intersection will grow excess hair.

So, when you will turn on Cut Penetration Strand option -

you will remove them.

So, if you want to smooth

the resulting form - you can use

the Strand Detail modifier.

So, the analysis of the Hair Shell modifier completed.

Go ahead...

And then there is a modifier -

Ox Guide From Surface, which I analysed

in the previous lessons.

Followed by it - Guide From Guide Mesh

modifier that is used to

obtain guides from Hair From Mesh Strips.

The next is a modifier, which named

Add Guides on Spline, which allows

add guides to the spline.

For example, if you draw it and

assign this modifier - you'll see

such a result.

And if you will move the vertices of the spline -

the changes will be applied

to the all guides on it.

The modifier settings is very simple.

So I won't write a detailed analysis.

And the final modifier on the Ornatrix panel -

is Add Propagation Modifier.

Which allows the growth of hairs on the guides

It is something similar to the previous and

with using it you can create a type of the dreads.

For the experiment - let's create

any spline in a top view.

Transform it into the hair using Ornatrix

with a Standard preset.

Remove the Ground Strands,

since it isn't necessary.

The number of points - a little more, so that guides

ideally repeat the shape of the spline.

And of course delete the spline.

Then assign the Edit Guides modifier

and add the Strand Propagation.

We get almost the same as with

the previous modifier, but

the only difference is that

hairs that are added to the guide rather than spline.

For example, with using this modifier

you can create a broccoli.

The modifier have the many

interesting options - about which

I'll tell you.

And detailed analysis of the creation of dreadlocks, broccoli and

other interesting effects - I will show

in another lesson.

Also, you can watch the stream -

by clicking on it from the link in Materials4Tuts.

Around the end of the Stream -

I talk about one of the creation

ways of dreads.

Of course on my channel - will be more

detailed lesson about the several methods.

Also there is a link into Materials4Tuts to

a wonderful lesson from Michael McCartney

about brokkoli creation with

this modifier.

And yet - I'll show the all settings without examples

and move on ...

Finally approached to the main theme

in this chapter.

Which everyone was waiting after the Stream.

The creating of the gamedev hair

with the help of the new tools in Ornatrix.

The first option that you will see in

the modifier - a hair distribution methods

on the guide.

The next is the option which named Propagate on ID,

which allows you to distribute the hairs

for whatever a particular group

in the Edit Guides.

After it, there is an option - Assign Group ID,

which allows you to assign any group

for grown hairs.

This feature is useful when

in the future - you will want to apply

the individual modifiers

specifically for these hairs, rather than to the main guide.

The next is the Distribution parameters tab

and the first option - Per-Strand Count

allows you to enable the use of options

viewport and render count for each strand

instead of the total number for all.

I think that with these settings is clear.

Go ahead...

Random Seed allows

to set the hair distribution in some

chaotic manner,

and Segment Count allows

to adjust the number of points in each

grown thread

with this modifier.

It is necessary for the smooth bend in the Frizz.

The next tab allows you to configure

the area of ​​hair growth.

If you increase the value

of the Low Range parameter,

you will immediately notice this effect -

when the area of ​​distribution is

closer to the tip.

If you will change the High Range parameter it is leads

to the opposite effect.

Then comes the Length Control tab,

with it's settings you can influence

the grown hairs length.

Relative to Base Strand option allows

to make the same length as that of the main guide.

Global Length alows you to adjust the length

independently.

The Randomness sets the length variations.

as well as the curve below.

Then comes the Twist Control tab.

If you turn on the Face Surface and put

Num. of Sides = 2

this will make the all hair

touch the underlying surface.

This option is useful to create a feather when

you want that the position of all of them was

parallel to the surface.

That is, no matter how you twist them - they will

positioned parallel to each other.

If you will disable this option, the hairs

will be placed randomly.

Global Twist and Randomness allow

to set the rotation and add a little bit

variability.

The curve below - manage the impact of

these parameters.

In the Fanning Control tab, you can manage

direction of the grown hairs.

They will be directed towards closer

to the tip or root.

Thus, you can create

a variety of plants.

You can also specify a variety of using

Randomness curve and twist effect.

This is all about the Strand Propagation.

Now go on to the most important topic of this

chapter - the creation of the realtime-hair in Ornatrix.

For more infomation >> Ornatrix plugin. Basic course. Chapter 6.4(+EN sub) - Duration: 8:33.

-------------------------------------------

Hunky Football Coach at Desk w/ Great Shorts & Player Exercising Aqua Therapy - Duration: 0:42.

For more infomation >> Hunky Football Coach at Desk w/ Great Shorts & Player Exercising Aqua Therapy - Duration: 0:42.

-------------------------------------------

Ornatrix plugin. Basic course. Part 6.2 - Duration: 15:29.

So, to understand

the work principle of the next modifier which named

Strand Gravity - let's select a preset

Furball,

to get the sphere with the base configuration of

the hair.

Remove all unnecessary modifiers after

the Edit Guides and assign a Strand Gravity.

In the Gravity Vector you will see a parameter - Force.

With it you can control

the force of the gravity.

The next is the control of the Guides deformation

with using the curve and the texture.

Thus, with using this

modifier - you can receive

an interesting effect too.

And if you want to change the direction

of the gravity - just go to

the modifier sub-object and rotate the gizmo

in the desired direction.

The next modifier is Guide Clustering.

Unlike the Hair Clustering Modifier,

which is totally independent from the history of hair

being clustered,

in Strand Clustering, Ornatrix automatically find

the necessary guides and group them into the clusters.

This is useful - when you want to use

only the previously created guides in

Edit Guides for clustering.

In most cases - this method is best

convenient and intuitive.

I also want to draw your attention to the fact

that you can also carry out the other

operations with the clusters

In this modifier

unlike the Hair Clustering.

Let's assign it to

analyze the work of these operations.

The modifier is appointed over

the Hair From Guides.

As usual - in the settings you will see

the first option which relating to groups

in the Edit Guides, and then comes a tuning

effect of clustering using the Amount option.

Let's increase the amount of hair

in the Hair From Guides in order to

see better a clustering job.

Now come back to it

and twist Amount again.

If this parameter is zero, then

there is no clustering, and if slowly

to increase its value,

we will see how the beams of hair are created.

This effect is very useful in the creation of fur

or hair with a gel.

The next is the clustering changing with

the B / W texture.

Assign the Checker map to verify

how this option works.

And immediately noticing

that where the black color - clustering doesn't work

and where white - on the contrary.

If you turn on the following option -

which named Wisp Based Clusters and placed

in the tab which named Wisps -

then you can control the offset

of the chaotic partitioning strands

as well as their global size.

That is - to make the clusters more lush.

The next is the control of the size variation

by using the texture.

If you will assign the same texture Checker,

you will see - how to resize

the clusters in the black and white areas of the texture.

Then, there is twisting option that

allows you to make curls of clusters.

And it also has the ability to

manage influenced by a texture.

Assign Checker and see what happens.

And the last option in the modifier -

is control of curve influence

at the level of the tips or roots.

Remove the Strand Clustering

and proceed to the analysis of the Hair Clustering.

As you already understood - Hair Clustering is independent

by Guides history in the Edit Guides.

and it number of parameters is

less than in Strand Clustering.

The number of individual clusters is given by

with the option - Num.Clumps.

And if you put a small value, you will see

such this effect.

With Shape - you can adjust the shape of the beam.

Use UV Coordinates allows you to

use of UV coordinates instead

the world coordinates for the formation of clusters.

A Threshold allows you to adjust the distance

of the clustering with respect to the roots

based on UV-coordinates.

Also, as with other modifiers -

you can use the textures

to change the clustering influence.

For example, if you assign to the clustering

a Noise map with high contrast - you get

quite an interesting effect.

According to the clustering the analysis is complete.

The next is a Symmetry modifier.

This modifier allows you to create

a symmetric mirroring

of the certain parts of the hair.

Let's remove the all modifiers and leave

only the Edit Guides.

Go into it, and remove the part of the guides

and assign the Symmetry modifier.

As a result - we get a mirror part,

in this case by the X axis.

And the all changes

which we will do in the Edit Guides -

will automatically applied

to the symmetric part.

When using a symmetry -

be sure to use the option which named

Ground Mirrored Strands.

In order that the mirrored part

was attached to the surface without

use the additional

Ground Strands modifier.

Use Ignore Distance option allows

to set the distance - which takes place

ignoring mirroring.

That is, you can make not a fully

symmetrical object, but only part of it.

That's all I wanted to tell

about this modifier.

Go ahead...

And then, on the list - is a Strand Detail.

This modifier allows you to manage

of guides detail.

The small values ​​- reduce the density of points,

but the quality of bending smoothness becomes worse,

and with the large values - on the contrary.

With the Strand Detail, you can

optimize the grid in a GameDev hair.

The Render Value options, allows

to define the number of dots per Render.

This is useful when you have a low-powered PC

and a big value of the points in the viewport

leads to a decrease in productivity.

The settings are quite simple in the modifier.

Therefore, I won't do a detailed analysis.

Go ahead...

The next on the list are - Edit Guides

and Ground Strands about which I spoke

in the previous lessons.

So I won't dwell on them.

And then there is - Hair From Mesh Strips Object,

about which I tell now.

For the analysis of this modifier

let's remove the sphere and create a plane.

Then click on the icon

which named Hair From Mesh Strips Object.

Then - icon will appear in the center of origin

which named Ox Hair Strips.

Choose it and start the analysis.

This modifier is used for

creating hair or guides on the surface of the object.

Whether it - Plane, cylinder, or any other.

Objects are added via the Add button

by simply clicking on them.

Removed through the Remove button.

Add Multiple button lets you immediately

add a few items from the list.

For example,

if you make a few copies

of the plane and will press the button -

you will get the hair at all these objects.

Let's look at the settings, and then I

will tell about how to use

Hair From Mesh Strips Object on the other objects.

Including those

which you can create in Zbrush.

The basic requirements for the grid object -

not complicated.

The grid shouldn't consist of

triangles or n-gons.

Since, at the time when we apply the modifier

the errors may occur.

Once you have applied

the modifier - you have the opportunity to

modify the grid

by any modifiers.

And also perform manipulation

with edges and vertices.

The main thing - don't forget the basic rule.

For example, if we choose any

plane, assign Edit Poly and move the

any of the vertices.

On the other plane - assign FFD modifier and

on the third - the Twist modifier,

then the modifier guides will repeat

this modified form.

That is - you can even do a simulations

with the Cloth modifier and thus

animate the hair.

Now I won't show this, because for

the simulations and dynamics - I will record an another.

So we solve this =)

Go ahead.

The next item which named Selection - allows

to alternate choice of the so-called strip

of the one of the added objects.

If you will navigate to the sub-object Strip and select

e.g., the first plane.

Then press the Next button -

you will see - as an option

will switch to the next.

Thus, you can quickly

switch between the different objects.

The next is the Distribution option,

which allows you to distribute your hair

on the grid - in three ways.

The first way - Per Vertex Distribution

allows you to generate one hair

by each boundary vertex.

That is, if along the way by strip you have 5

vertices - you will receive a 5 hairs guides

at these edges.

The second way - Uniform Distribution

generates hairs evenly along the border with

distributed intervals.

And the third way - Random Distribution

generates hairs along the border

at random intervals.

By clicking on one of the ways - you

will immediately notice the difference between them.

The next option is the Hair Per Strip,

which controls the number of hairs on one

polygonal strip.

View Hair% - the percentage of hair display

in the Viewport.

Obviously, if you will put 100% -

you will see the total amount of hair in it.

And the next is the management options

of the direction of the hair strand.

There are several parameters influence on the strips.

It Rotate, Flip and Flip in some

particular direction.

Up and down, left and right, back and forward.

I usually use only the Rotate

and it is enough to me.

Using the Rotate looks in that way.

Choosing a subobject which named Strips,

Then - any of the modifier guides

and by click on the button - Rotate Strip Direction

turn guide in either direction.

Thus - we set the general direction

of the hair bundle at the object.

Also, you can rotate once

the all modifier guides and change the overall

direction for the all objects.

The Flip option simply mirror

the direction of the guides.

The next is the parameter which allows

to adjust the number of points for

the smooth curve.

Let's imagine, if you will take the first plane,

and will apply the Meshsmooth to it a

and raise a little higher the central vertices,

that was such a smooth bend -

we will see that the hair which created by using

the Hair From Mesh Strips Object modifier

haven't a smooth shape.

In order to fix it -

go to the modifier settings

and increasing the number of points

in the hair parameters.

For example, let put value = 50.

Thus - you get more

smooth bending and the high quality shape.

If you will turn on the following option

which named Mat.Id as Str.Groups -

the modifier will be used

the Face ID for each object

to create a group of strands.

The option which named Inherit UVs from strips

allows to use of the UV coordinates

for generating UV to the hair strand.

And the last three parameters - allows

to manage the hair offset relative

each other and the object on which they are located.

Let's imagine - we don't want to make the hairs

are coplanar with each other.

To do this - increase the value of the parameter

which named Global Value and edit the curve.

Now let's see - how

create Hair Strips by using

the base of the other objects.

Create a cylinder.

Then modify it like as this.

And now, using the edges of the object -

you can create the hair with applying a modifier

Hair From Mesh Strips Object.

Create this modifier and

add this object.

You will immediately see that the hair doesn't repeat

the direction of the edges.

And it can be corrected by using the Rotate option.

Hide the object and see what happens.

Now you can use an any

Ornatrix modifiers to impart more

realistic look.

For example - add the Strand Length and

set a variation of the length, and then assign

the Render Settings and adjust the thickness of the hair.

Now let's create a sphere

and export it for using in Zbrush.

And now I'll tell you how to use the

special hair brushes by Simon Chapman

to get the custom objects to create the hair.

You can download the special brushes

by the link in my blog which named

Hair Brush from Zbrush.

You will immediately go to the

Simon Chapman gumroad page, where you can

download this brushes.

By selecting this brush and pressing the M -

you can choose the different types of hair meshes.

I usually use Hair Flat.

Then, in the Strokes settings

in the Curve Function option - I use mirroring

by horizontally for Falloff

and a bit of editing a curve.

And now - if you draw a curve, then

you will get the desired strips

to create the Ornatrix hair.

If you want that your hair mesh

don't snap to the sphere - as it is now, and was created

in the space on the plane -

That so go to the Picker and choose in Depth

Once Z option.

Thus, you will be able to draw

hair strips in a single plane.

Every time when you want to add more

the one strip of hair - Press ALT

and click on the object.

Once you have created the right amount

of the strips - go into Subtool and push

Group Split.

Then, by using the move tool - you can create

any form.

Then - make export to the 3dsmax.

And now you can use these strips to create

the hair by using the Hair From Mesh Strips.

As a result - we get hair which repeating

the shape of these plane stripes.

Thus, using the toolkit

of the Zbrush - you can create more

elaborate hairstyles, floating hair and so on.

Also, you can use this

sphere to create an interesting shape.

Convert it to Editable Poly,

remove the top and bottom.

Then compresses it using the Scale and do

the ResetXForm.

Create Hair From Mesh Strips Object and apply it on

this sphere.

If hitched direction of hair -

go into the Stripes and make the Rotate.

Adjust the amount of hair,

and we get a form like this.

Also, you can use this modifier

to create a braid.

About the creation of them I told on the livestream

for CGAllies.

In Materials4Tuts you can find

a link to it.

By following the link - you get just as

the moment - where I talk about the creation of braids

by using a special script

by Reza Asaie.

For non-Russian-speaking subscribers

and for those who are interested

in creation of the braids -

I will record another detailed lesson.

Now I won't dwell on

this topic and continue analyse

of the other modifiers...

For more infomation >> Ornatrix plugin. Basic course. Part 6.2 - Duration: 15:29.

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Ornatrix plugin. Basic course. Part 6.1 - Duration: 13:20.

Hello everyone! With You - Krivulya Andrew Charly and

this is the 6th part of my course about Ornatrix.

In which I will continue to analyse the panel

of modifiers, as well as tell you - as I promised

on the CGAllies stream

about the creation of realtime hair.

Let's go!

Since the release of part 5 has passed

about 4 months

and during that time - a lot has changed in Ornatrix.

Including - the icon bar.

Now it looks like this.

I remind you that if you want to speed up

the release of my lessons -

you can support me on the Patreon.

So, let''s begin the lesson.

In the part 5 we stayed at the Frizz modifier

and its icon now looks like this.

In the end of part 5 - I promised that I will analyse the

next modifiers

and the next on the list is Curling.

Let create on the top view a few

hairs using a Spline tool.

Line the first Spline,

and then - go to its settings and

select it in a "spline mode".

And copy like this.

Reserve the all splines in the same plane

for the understanding of the principle of

Curling modifier work.

Then use the standard preset in Ornatrix -

HairFromCurves for creating the hair

by these splines.

In the OxGuideFromShape set "Normalize coordinates"

To ensure that the hair guides repeat

the shape of the splines and increase the number of points

for high-quality bending.

Then remove the Ground Strands modifier -

(since we don't bind guides to the surface) and

create the Edit Guides modifier.

And on top of it create a Curling modifier

by simply clicking on this icon.

This modifier is used to

give the hair a natural look

thus adding waviness and tortuosity

for hair strands.

The basic premise behind

this technique is the natural flow structure

of hair fibers, which tend

to modulate on their way down

from root to tip.

There are two basic types of hair waviness:

a flat sinusoidal pattern

that causes hairs to wave

in one axis,

and a spiral pattern that makes the hairs

curl around an invisible

cylinder (in 2 axes) thus

forming a spiral.

Apply to Group allows to apply

this modifier to any of the existing

groups in the Edit Guides.

Let's create the few groups for a

good example.

Go to the Edit Guides.

Select one of the guides.

Turning on "Use Guide Groups" and assign ID = 2

For the rest - ID = 1.

Now, if we go to the Strand Curling

and select the 2nd group -

the effect of the modifier will be apply

only for this group.

Also, if you want to increase the detail of

the spline - it isn't necessary

to enter into the Guide From Shapes and set a high

value of the number of points.

A best to leave the Number Points value to minimum.

Since - at the time of the dynamics with large

values ​​can lead to a crash or error and

decrease FPS in the viewport.

But under the Strand Curling - you can assign

a Strand Detail modifier

which allows to increase

the number of points - thus making it more

a smooth curl.

In the Strand Detail you can reduce the value

for the Viewport -

if you have FPS slowdown

and you can put the right amount of points to Render.

But for experiments - I put the right value

into the Viewport,

and when satisfied

by result - I stand this value to render.

You are already familiar with the next two options -

and then you can see the global settings.

And the first option in them - Hair Length Dependent

which allows to use the length of hair

to create a curls.

This means that a small strand length

will have a smaller bend,

and large - more.

To see how it works - let's

in Edit Guides to reduce some of the guides

in this way.

Into the Strand Curling choose ID = 0

that a modifier apply to the all guides

and turn on "Hair Length Dependent".

And now, if you put a smaller value of phase -

then you will see how the longest guide

has more curls - rather than short.

If you will disable this option, the number of

curls will be the same.

The following 3 parameters - Magnitude, Phase

and Phase Offset -

are properties of the hair curler,

that control the size, frequency, and

the initial value of each

curl, respectively.

By twisting these settings - you will immediately understand

on what each of them influence.

Magnitude increases the width of the curl.

Phase - the number of curls and Phase Offset -

offset from the main axis.

The phase shift in sinusoidal structure

looks like a little different.

The next option "Stretch" allows you to influence

on the frequency of the curl relative to the root

or tip.

It looks like this.

A Standart deviation tab allows

to add some randomness

in the spread of the curl

by using a Perlin noise.

About which you can read more

info in the Wiki.

Visually the effect of two parameters that tab

It looks in that way.

You can also adjust the effect on

the each parameter using black / white cards.

The last parameter in the form of a graph

allows you to control the influence of

modifier to roots and tips

of the hair bundle.

Now let's create the sphere to

check the operation of the modifier

with the help of maps.

Remove the splines in which

It isn't longer necessary.

Open presets and choose "Furball".

Thus - you get the standard

sphere with a basic Ornatrix settings.

Assign Edit Poly modifier to the sphere and

on a side view - delete the lower part.

Then, the hairs themselves are doing longer

go to the Edit Guides and pull the all guides

slightly up.

Delete the Hair From Guides and assign

a Strand Curling modifier.

Then, go in the Material Editor and

assigned to the sphere any of them,

with a Checker texture - with preliminarily

turned on a texture mapping.

And now - drag'n'drop this texture in the first slot

which named Magnitude in the

Strand Curling modifier.

In a result - you'll see how the effect occurs

on Magnitude using texture.

Where the black - no influence, and there

where white - we have it.

In order to better see the effect let's

reduce the number of guides and add

the Strand Detail modifier for smoothness.

Now check this effect with map into Phase slot.

Just cut and paste the texture in

Phase slot.

By assigning it - you'll notice the same

effect - where the black - no influence.

Where white - have it.

It is the same with the last parameter.

And also - if you will attach maps to

the all slots - you will see the effect like this.

With texture map in the slots you can do more

complex effects with curls.

So that's all with a Strand Curling. Let's go next.

The next on the list - is Length modifier.

which is used

to change the length of the hair.

Assign it with this icon and

proceed to the analysis an it settings.

They are not so many in this modifier.

But all the same - they allow

create an interesting hair modification.

The first setting - as usual, allows

specify the effect of a certain group.

The following settings allow you to change

length,

to set the minimum and maximum threshold,

apply chaotic change in length

by using Randomize.

Change the Variation by Seed.

And with a mask

get more interesting result.

Export sphere in any editor, where

convenient for you to paint a mask.

Draw it and load into the texture slot

in the Length modifier.

With pre-assign the

Hair From Guides modifier, to see

a hair distribution by mask.

As a result - we get a smooth transition

from short hair to long.

You can apply this mask to

the Render Settings

and get a more interesting result

with smoothly decaying hair thickness.

The next modifier is SurfaceComb and it is used for

change the direction of hair growth.

Most often I use it in the creation of animals.

Let's remove the sphere and create a plane

with a FurBall preset for visual analysis

of this modifier.

Remove HairFromGuides - since in this example

it isn't necessary, and I won't do Render.

In this example, I will increase the number of guides.

For wool - is usually enough

1000, and there is need and more ...

But you just have to understand that time,

then the more guides, the greater decrease the

FPS in the dynamics.

So I usually in Guide From Surface

and in the main Edit Guides - leaving a smaller value,

and with the help of Ox Multiplier,

which are placed on top of the Edit Guides -

increase their number.

Then assign on over - the Surface Comb modifier

and you'll notice how changed

guides direction.

While working with a Surface Comb you can

temporarily disable a Multiplier - if you have fps lags

in Viewport with him.

Hair direction is defined very simply.

Go to the sub-object which named Sinks, choose

Create and create a guide -

the so-called Sinks.

With that I think you won't have problems and I

continue to analyse the modifier settings.

So, with the first parameter Apply to Group -

you are already familiar with.

If you see

it in any of the modifiers -

it means that the modifier can be assigned

on any of the groups in the Edit Guides.

Next option - Apply to Shape,

сo-dependent with a map which named - Slope Map

and it allows you to influence the shape of hair.

Let's create a gradient to

check the work of this parameter.

When you apply gradient to the Slope map slot -

you will see this effect.

Where white - bending form is changing, and there

where the black - no.

Ie Slope map controls hair bend

and its direction.

If you will disable the Apply to Shape option -

then you will see how these two parameters

are dependent from each other and turning off

will remove the effect.

The next option turns on or off

an influence on the direction of the hair and it's called

Apply to Direction.

This option works in conjunction with the Sinks.

If you turn it off - the sinks

for Hair won't work.

Next is the Azimuthal Deviation tab.

In this tab - you can control the chaotic

hair direction, as well as using the option

Seed - you can specify a

variety of chaos.

Also, the chaos can be controlled with the texture.

Let's imagine, if you download the same gradient -

you will see in the black area - there is no chaos,

and in white area - have it.

The next option is called the Surface Orientation.

There are two buttons in this tab.

It's Relative and Absolute.

But they won't work - as long as we don't upload

a texture into the Orientation Map slot.

Drag'n'drop the gradient, which is already used

in the other slots.

So now let's talk about these two buttons.

Absolute option turn on the orientation of guides

which globally dependently of the world-wide coordinates.

rather than relative to Sinks, which we usually

given the direction.

Relative vice versa - depending on the

one direction Sink, which we

can create.

If we won't create it, the guides will

directed into the center of the model pivot.

Let's go to the Sinks and create one

guide and now with a gradient

you can manage

the hair direction with respect to it.

Currently - developers

working to change this

panel and there is no much sense

to study it.

The next button, which is below -

used to disconnect

the Sinks guides.

It is used at the moment when you suddenly

want to change the geometry and don't want to change

the position of the sinks.

Thus, press the Detach Sinks,

to detach and freeze a position of the Sinks.

Then edit any geometry

with the convenient ways

and then - choose hair again.

Come to the Surface Comb

and press the Detach Sinks button again.

As a result - all the changes that were before

the geometry editing - will be restored.

To see this -

go into the Surface Comb and we will see,

the guides were in that position,

in which they were.

And the last option, which placed in

the Surface Comb settings -

is the curve with which you can

manage hair bend relative

by the root or the tip.

So that's all with a Surface Comb. Let's go next...

For more infomation >> Ornatrix plugin. Basic course. Part 6.1 - Duration: 13:20.

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Man Utd News: Marcus Rashford does what Raheem Sterling can't and must start for England - Duration: 2:07.

Man Utd News: Marcus Rashford does what Raheem Sterling can't and must start for England

Rashford came off the bench to spark England into life against Malta on Friday. The Manchester United star replaced Sterling at half time with the game goalless and inspired a 4-0 win in the World Cup qualifier.

And Butcher reckons Sterling has been taught badly and that Rashford's grounding at United has shown him how to play the game properly. "Rashford, he should start on Monday (against Slovakia)," Butcher said on 5Live. "He should start England games.

"Are we breeding players in our academies to take people on? Sterling went past his fullback once on Friday and Rashford came on and did it straight away.

His passing may not be great, his final ball might not be great. But he gets into areas that hurt teams. "With Harry Kane in the box, two goals and he laid one on, hes maturing into a very good striker.".

Rashford has scored once already for United this season, in the 2-0 Premier League win over Leicester last weekend.

The 19-year-old endured a dry spell at the end of last term, failing to score in five games as United finished fifth in the table but won the Europa League.

As for Sterling, the Manchester City star boasts two goals, two yellows and a red card from a tumultuous start to his campaign.

For more infomation >> Man Utd News: Marcus Rashford does what Raheem Sterling can't and must start for England - Duration: 2:07.

-------------------------------------------

Advice for the Day: Owen Fitzpatrick - Believe in yourself and bet on yourself - Duration: 1:11.

Hi there This is Owen here

Mark asked me to give some advice to my younger self

Now I'd probably change whenever I'm

Asked the question because there is so much

Advice I would give but a few things

First of all bet on yourself

Believe in yourself and bet on yourself

When ever the going gets tough and

The challenges are there you know

Believe you can get through it because

That's one of the most important things

That will allow you to get through it is

Believing in yourself and betting on yourself

Another thing is don't allow

What everyone else thinks the other

Limitations other people have for you

Don''t allow that to get to you

Care less about what people think

Care about people of course but don't allow them to

Negatively impact you as much and

Make sure you are resistent to that

Another thing would be to

Experience as much as you can

Get to look at situations from different

Points of view and never be too sure

Of some particular point of view

Always listen and always be open to

Different peoples perspectives

They would be my main pieces of advice

At least now for my 18-year-old self

Hope that makes sense

For more infomation >> Advice for the Day: Owen Fitzpatrick - Believe in yourself and bet on yourself - Duration: 1:11.

-------------------------------------------

McCain : Trump 'poorly informed,' Congress 'not his subordinates' | CNN - Duration: 1:50.

For more infomation >> McCain : Trump 'poorly informed,' Congress 'not his subordinates' | CNN - Duration: 1:50.

-------------------------------------------

Maria Sharpova hits back at Wozniacki's criticism of scheduling - Duration: 2:53.

Maria Sharpova hits back at Wozniacki's criticism of scheduling

Maria Sharapova has hit back at Caroline Wozniackis criticism of the US Open scheduling at Flushing Meadows.

Wozniacki was beaten in the second round by Ekaterina Makarova on an outside court, while Sharapova played her third contest in a row on Arthur Ashe Stadium on Friday night.

The Russians latest victory came when she defeated American teenager Sofia Kenin 7-5 6-2 to reach the fourth round.

Wozniacki, who has been one of Sharapovas most outspoken critics since her return from a 15-month doping ban, didnt hold back when she was knocked out earlier in the week.

When you look on centre court, I understand completely the business side of things she said, but someone who comes back from a drugs sentence - performance enhancing drugs - and all of a sudden gets to play every single match on centre court, I think thats questionable thing to do.

I think it doesnt set a good example and I think someone who has fought their way back from injury and is five in the world deserves to play on a bigger court than Court 5.

Responding to the comments, Sharapova said: I dont make the schedule. Im a pretty big competitor. If you put me out in the parking lot of Queens in New York City, Im happy to play there.

Thats not what matters to me. All that matters to me is Im in the fourth round. Im not sure where she is..

The five-time Grand Slam champion next plays 16th seed Anastasija Sevastova and she is looking to improve on her performance against Kenin.

There were just too many errors in the beginning of that match, she said. Coming into this match playing two three-setters, Im just happy I got it done in two. Give my body a little bit of a break, I guess..

For more infomation >> Maria Sharpova hits back at Wozniacki's criticism of scheduling - Duration: 2:53.

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E233系10周年記念 中央線走行シーン - Duration: 2:11.

For more infomation >> E233系10周年記念 中央線走行シーン - Duration: 2:11.

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The Most Popular Fashion Trend Among Idols This Summer You Probably Didn't Notice - Duration: 1:12.

The Most Popular Fashion Trend Among Idols This Summer You Probably Didn't Notice

This past summer, there's been a fashion trend among idols that you may not have noticed.

Many popular idols have started pairing white shirts with light blue jeans, but there's a reason this trend has flown under the radar!.

Most idols don't just wear jeans and a t-shirt, they accessorize!.

Whether it's throwing on a flannel over the shirt or even trying out different shirt styles, just a little change can create a completely new outfit!.

But as we all know, BTS's Jungkook was rocking white shirts and jeans way before this trend took hold!.

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