almost Beta
  • VFX

    In this final phase I tried adding particles in different ways, initially the idea was to help create a more magical environment, I brought the particles closer to the camera, placed them as if they were coming out of the cloud, but nothing felt right. This process was very important, it made me realise that i already loved what i had, adding more random stuff didnt help the final result.

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    David Fernandes
    July 27, 2024 19:43
  • Building the Composition

    <div class="lexxy-content lightbox-container"> <p>After having everything that i needed, it was time to build the actual composition. This process was very time consuming because I spent a few days just moving things arround and doing micro ajustmensts. I did a lot of renders and then i would gather them up, put them on Photoshop and tried to understand what composition worked better, drawing on top of the images if it was needed.</p> <p> </p> <p>In the process of opening the renders on photoshop I had the ideia of adding birds, I was trying to undersand how could i add more power to the right side of the imagem (since the left one was a lot more "heavier"). I went back to Blender and modeled some low poly birds.</p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMXY4QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--a160a52a799fc058afddf19d063f302190369345/Wip8_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMXY4QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--a160a52a799fc058afddf19d063f302190369345/Wip8_01.jpg"></a></div></div> <p>I changed the tree placement a lot, one of the reasons was to get the tree closer to the camera to help creating a silhouette. I also changed the position of the stones, trying to direct them more towards the cloud, placing one at the top serving as a landmark. I changed the position of the tree to the left, it was at the same angle as the tree near the camera, which made the use of the same asset noticeable.</p> </div> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMXo4QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--1eb96a1d039fb6bc433dbf278100f4e8967eb47c/Wip8_02.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMXo4QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--1eb96a1d039fb6bc433dbf278100f4e8967eb47c/Wip8_02.jpg"></a></div></div> <p>I went back and forth, adding trees because I was afraid the landscape and the final shot would seem too simple, then I removed the trees again because the composition was no longer making sense considering my idea of ​​a personal osasis. I ended up sticking with just one tree because it didn't take as much attention away from the cloud.</p> </div> <p> </p> </div>
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    David Fernandes
    July 27, 2024 18:38
  • Fluffy Leaves Material

    <div class="lexxy-content lightbox-container"> <p>For the leaves material, I started by creating an opacity map in Illustatrator, then inside Unreal Engine I created a material that allowed me to change the base color, underside color, emissive colors, billboard size and a couple of other things. </p> <p> </p> <div class="lightbox-container"> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBejc3QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--5c7b768f33268d94cc5d7ce99f642346c8a77b5d/Wip7_02.jpg.png"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBejc3QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--5c7b768f33268d94cc5d7ce99f642346c8a77b5d/Wip7_02.jpg.png"></a></div></div> <p>For the UVs, every single face is in the same place in the UV space. I made it this way so that i could use the same opacity map in every face.</p> </div> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBei83QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--3b3e84311bb52c3964a418e401f239650d493c17/Wip7_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBei83QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--3b3e84311bb52c3964a418e401f239650d493c17/Wip7_01.jpg"></a></div></div></div> <p> </p> <p>This gave the leaves a fluffy look and made them more interesting. Just like the grass, the leaves also move slightly, which helps making them more unique and natural. I decided to use a light green as a base color with a light orange as highlight to give a more heavenly look to the trees.</p> <p> </p> </div>
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    David Fernandes
    July 26, 2024 17:10
  • Rock/Tree Material

    <div class="lexxy-content lightbox-container"> <p>For the Rocks and Trees I wanted a material that could adapt to the environment and the color of the landscape. Using RVTs (Runtime Virtual Textures) for color and height, Unreal Engine can define where and wich color will be used in that object. The good part of using a material like this is that we can move the objects around the landscape and the object colors adapt to the landscape. This type of material also helps the integration of the object in the scenery, which is why i decide to go with this type of workflow and not just simply texturing the objects alone.</p> <p> </p> <p>I made the two materials using the same base material with a lot of parameters that i could tweak and change. With this commands i can control how much the material affects the object.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNDc2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--44019def9b37399e4d637c13353edcf8c3def2da/Wip6_2.psd.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNDc2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--44019def9b37399e4d637c13353edcf8c3def2da/Wip6_2.psd.jpg"></a></div></div></div> <p> </p> <p>This allows me to create smoother transitions of colors and helps giving personality to the objects, as well as making them more unique, i can use diferent effects on different trees, which will make them fell different even though they are the same.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNmY3QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--a35519bd9c942d72a4496f90649885880d009c7a/Wip6_4.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNmY3QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--a35519bd9c942d72a4496f90649885880d009c7a/Wip6_4.jpg"></a></div></div></div> <p> </p> <p> </p> <p> </p> </div>
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    David Fernandes
    July 26, 2024 02:17
  • Trees

    <div class="lexxy-content lightbox-container"> <p>In the same way that i did with the rocks, my ideia was to create a tree that could be multiply and used in diferent angles without the viewer feeling that they where just copies.</p> <p> </p> <p>I model the tree in Blender using points and some modifiers for the skin. This way of modeling allowed me to create something faster, easier to understand and that cloud be quickly changed if it wasn't turning out the way you wanted. I made the tree branches pointy and with sharp lines so that i could use it as something that points to where the eyes should go in the final shot.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMGY1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--71398c68bf0e6a072c08a0d274fe6d5525c958d6/WIP5_02.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMGY1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--71398c68bf0e6a072c08a0d274fe6d5525c958d6/WIP5_02.jpg"></a></div></div></div> <p> </p> <p>After the base model was finished, i started sculpting, something that i really like spending time on. For me, this part its when we give "life" to the objects and tell stories just by the looks. Like a did with the rock, here i also tried to washed out the round look of the tree made in Blender, flattening the sides and giving the tree more details, so that we think its a tree in a fantastic stylized world and not just a ugly tree made in a 3D software.</p> <p> </p> <p>To achieve a unique look in any angle, when i was modeling and sculpting i had the same type of work process: build the tree while sticking to some camera angles. This assured me that they were different enough at different angles. To make sure the object didn't get too messy and confusing, I regularly checked if the composition of the tree as a whole made sense and that there was no side that stood out more than the others.</p> <p> </p> <p>For the leafs i was aiming for a fluffy round look with a nice silhouette, to accomplish that i modeled directly in ZBrush using a sphere.</p> <p> </p> <p>I went through this process so that i had more room to move and rotate the trees around the landscape without having to stick to one single tree angle. This allowed me to do different arrangements and test in the final composition.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMC81QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7a911a45f56bb69622f1f0cb75621500647f7cec/WIP5_04.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMC81QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7a911a45f56bb69622f1f0cb75621500647f7cec/WIP5_04.jpg"></a></div></div></div> <p> </p> <div class="lightbox-container"> <p>Diferent Angles of the same Tree:</p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMEQ1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--80b1dd7a56a10a66c175e4421a9694c64f6c0eef/WIP5_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMEQ1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--80b1dd7a56a10a66c175e4421a9694c64f6c0eef/WIP5_01.jpg"></a></div></div> </div> <p> </p> <div class="lightbox-container"> <p>After the sculpting i imported a low poly version of the Tree to Blender and did the UVs. Afterwards i did the texture maps baking in Substance Painter to get the normal map and the ambient occlusion.</p> <br><p> </p> <div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMDc1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7ed9ff830aebef8a94aab2e05981e2ea4eb81160/WIP5_03.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMDc1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7ed9ff830aebef8a94aab2e05981e2ea4eb81160/WIP5_03.jpg"></a></div></div> <br><p>  </p> </div> <p> </p> </div>
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    David Fernandes
    July 25, 2024 02:31
  • Rocks

    <div class="lexxy-content lightbox-container"> <p>For the rocks i wanted to make a single object that could be used in any direction, that when rotated and scaled would look unique and different in the final shot, even tho they are the same rock.</p> <p> </p> <p>To get that result i I model 4 different types of rocks to see which one was the best before moving to sculpting so that i didn't waste time in something that i wasn't going to use.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBOWo0QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--00025a35717dd4fe182dca89129706a96c1e5fe6/WIP4_02_01.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBOWo0QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--00025a35717dd4fe182dca89129706a96c1e5fe6/WIP4_02_01.jpg"></a></div></div></div> <p> </p> <p>I decided to go with the fourth rock because to me it had more interesting sharp lines, it wasn't as round as the others and overall it was more unique.</p> <p> </p> <p>In ZBrush i imported the rock and divide the object a couple of times fo get more geometry to work on. I gave the object the details that i thought were needed to achive a stylized look whithout losing its blocky look.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBL240QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--fa423fde38e5dca2d8a0d4a70788e2ac4fe4cade/WIP4_03.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBL240QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--fa423fde38e5dca2d8a0d4a70788e2ac4fe4cade/WIP4_03.jpg"></a></div></div></div> <p> </p> <p>After all this process i did the UVs in a low poly version of the rock and did the bakes in Substance Painter to get the normal map and the ambient occlusion.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBeEg1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--aa057877aab2d6ab5f98f84b9a54e84469000811/WIP4_04.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBeEg1QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--aa057877aab2d6ab5f98f84b9a54e84469000811/WIP4_04.jpg"></a></div></div></div> <p> </p> </div>
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    David Fernandes
    July 24, 2024 15:45
  • Landscape Colors and Grass Material

    I’m using geometry-based grass and foliage with opacity maps, RVTs shaders for the grass to create color variation and wind systems which makes them more random and natural, we can't tell they are all copies. Using Photoshop, I made a noise texture for the wind lines in the grass material. The noise texture, combined with RVTs, creates a very subtle color variation in the landscape. 

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    David Fernandes
    July 18, 2024 23:52
  • Grass and Foliage

    To achieve the stylized look I aim for, I modeled both the grass and flowers using mesh planes. After finishing the objects, I duplicated them and flipped the normals on one set, effectively creating a two-sided material. I used Blender for modeling and Illustrator for creating the flower texture. To make this flowers more special to me, i modeled and texture them using flowers from my garden as a reference.

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    David Fernandes
    July 18, 2024 19:43
  • Sketches and Unreal Engine

    <div class="lexxy-content lightbox-container"> <p>I grew up surrounded by nature, one of the things I love most. I wanted make a piece that remembers me of the tranquility of living in a place like that. From the beginning my ideia was to work with 3D and create a stylized landscape full of nature.</p> <p> </p> <p>I already had some ideas in mind, but i decided to make some sketches first before moving with the 3D. In the first sketch i was aiming for path towards the mountains with a river flowing in the middle, but it was to simple, there was no objective, no true life.<br> In the second sketch my idea was to make something like a cliff, we were on top of a rock watching the landscape with a small lake with a tree in the middle, almost like the literal ideia of an oasis, thats why i left this idea behind. In fact, i decided to abandon the use of water (both river and lake) because I realized that I was just thinking about this detail because in the final composition it would look nice, however, for me it didn't make sense within the "personal Oasis"</p> <p> </p> <p>Since all my sketches are rough, i added some subtitles where i thought they were needed so that everyone understand what i was thinking and imagine.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMTM2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7cca9301e4191ba6cafa2f0edf35c9afac0cfde6/Wip1_sketch.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBMTM2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--7cca9301e4191ba6cafa2f0edf35c9afac0cfde6/Wip1_sketch.jpg"></a></div></div></div> <p> </p> <p>On the third sketch i decided to add some clouds, I didn't think much about it, but when i steped back and looked again, i had a click in my mind. In the same moment i thought about Ghibli artwork with big clouds with angelic looks. I knew that i had to do something with big clouds with a heavenly looks, almost like we were entering in the sky. I always loved the sensation of being on the top of a mountain and feeling that i was entering in the sky, when we are so high that we se the clouds above us. With this in mind i knew that i had to make a calm landscape, with a path towards the cloud, the path to the perfect place to observe the big cloud on the sky. I quickly started doing my fourth sketch, in this i only add one cloud in the middle and added a couple of flowers. The sketch wasn't exactly like i wanted, but it was getting there.</p> <p> </p> <p>In the last sketch i went for a bigger cloud, the other one was to small, i wanted something bigger, with more power. In this i tried to make the landscape a little bit less flat ,  more curves and with a composition arround the cloud, trying draws the eye to the cloud. My idea was to make a scenario that despite being natural had something human. The path was made by humans, with the rocks showing the right direction to observe nature, to in a way show that humans are living in harmony with nature, without environmental destruction.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNFQ2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--51de94c0f40ddf4f790747445d32597d64494512/Wip1_sketchFinal.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBNFQ2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--51de94c0f40ddf4f790747445d32597d64494512/Wip1_sketchFinal.jpg"></a></div></div></div> <p> </p> <p>I knew that the idea would come to life once the 3D started, I just wanted to have a sketch to guide me so I wouldn't be creating unnecessary assets (like the water that I ended up abandoning)</p> <p> </p> <p>After this process, knowing which path to follow, it was easy to understand what where the main pieces that i would need to create: grass, flowers, rocks, trees and obviously a cloud. I start with the creation of a landscape in Unreal Engine 5 and made its material that allows me to paint in different colors and blend them depending on the strength of the tool, this is going to be really helpful later on.</p> <p> </p> <div class="lightbox-container"><div class="pswp-gallery lightbox " data-controller="lightbox" data-lightbox-target="container"><div class="lightbox__item"><a target="_blank" data-lightbox-target="item" href="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBM0Q2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--9eb424da312f2f967916b80261b0dded654436de/WIP1.jpg"><img alt="" loading="lazy" src="/rails/active_storage/blobs/proxy/eyJfcmFpbHMiOnsibWVzc2FnZSI6IkJBaHBBM0Q2QVE9PSIsImV4cCI6bnVsbCwicHVyIjoiYmxvYl9pZCJ9fQ==--9eb424da312f2f967916b80261b0dded654436de/WIP1.jpg"></a></div></div></div> <p> </p> </div>
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    David Fernandes
    July 12, 2024 17:45