Staging with Adobe Substance 3D Stager

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hello guys this is reza welcome to another video from our adobe substance series in this one we are going to explore new methods of showcasing our nikon d40 model by adding materials by setting up some lights and by blending the item into an environment and all we use is adobe substance 3d stager sounds impressive so let's get started [Music] so let's start with the item that we are about to bring into substance stager so the model is a nikon d40 dslr um relatively an old camera i think it was introduced around 2009 and it was entry level and that was actually my very first nikon camera that's why i thought it would be basically a good idea to pick that item i didn't really add too much detail into it so you can actually pick a model be very very specific with all the details but i just blocked out the model added bits and pieces try to be careful with all of my measurements and when i finished modeling it i uv mapped it and i put all the different parts into different groups and that makes the job a lot easier if you wish to continue from that point in substance stager because it makes it easier for you to navigate with the same structure that you design in your preferred 3d application for example i put the dials in one group i put the main body in one group the lens cap in one group if i rotate the rear screen in one group and of course the lens and all the glassy objects around it in one group so it makes it a lot easier for stager to read through this so that's all you need to do really you need to make sure that the scene is clean and then you go to file and export all or export selection you can kind of select everything and go file export selection your preferred extension would be fbx i really didn't touch anything else in here um because it's not textured there's no light there's no camera and go to export selection and export your model so with that out of the way let's have a look at some of reference images that i gathered and prepare our scene for stager all right let's have a look at some texturing considerations that we need to take into account um i loaded up few references that i find online into purif i tried to go back and find some of the old photos that i had but none of them had the actual camera in it i mainly used the camera to take photos so i had to rely on online photos and some of them are high-res some of them are low-res so apologies for that again the only reason i'm using these photos and i think you should too is to understand the the considerations and things you need to be mindful of before you start the process in adobe substance stager or any texturing and set dressing application for that matter so this model is actually a very straightforward one the first thing that caught my eyes was this leather looking grip with a very soft piece right underneath these buttons so obviously you want to make sure that these buttons and knobs are modeled separately so you can apply different material to them because the grip clearly has got textures not only the grip but also the actual model um i'm looking at it has got some textures in it so if i zoom in you can see it's not fully soft even this piece is soft with no grain or texture in it but the overall model has got a little bit of um sort of noise if i may in its normal or height map that was the reason that i modeled this piece separately and made this part of the lens because if i look at the black material on the lens it's quite soft and it looks very similar to what we have for the base of these piece same with other buttons like this button looks very soft and these knobs and dials are very very kind of smooth so these are the considerations you need to make even during modeling stage not to combine everything all together just think about the fact that all right it is probably going to be better if i keep certain things um separate it allows me to have a little bit of room to wiggle in my texturing application of course you can always use masks in substance paint or even if it if everything is combined but just makes your job a lot easier give you a much better workflow if you pay attention to those small bits and pieces another thing that really caught my eye early on was the speck on the lens you can see we've got a a green hue nicely diffused on the outer part of the lens and again we have another layer of specularity that is behind the first glass which looks very pleasing and we try our best to kind of simulate that in substance stager as well the other one was the the menus and the icons i mean i had few options one was to model it but again it would be kind of unrealistic to put something that is um kind of sticking out of that button that's not even how buttons look so the next option um was to do it in photoshop and that's actually the route i took to use a bitmap just use the pen tool to kind of trace over some of these icons and to make them i stored these images as png and that's it we are going to bring them into stager and apply them to individual buttons so that was that very straightforward and all the transmissive and glassy object i tried to put them into a group so we can apply transmissive material to this uh with close to accurate index of refraction there's nothing else obviously if you are working on a film or rather a big project adobe station is not going to cut it you need a more powerful tool something like foundry mori or adobe substance painter but for quick and dirty work where you just want to show something to a client very quickly get some feedback improve on it and get it feel for the overall design even you want to just showcase your model without any animation without any interaction with other software packages stager does a pretty good job as a standalone staging application for your design to be able to apply material to be able to apply lights and to be able to render it out and show it to your clients again very similar to a marmoset tool bag or key shot as we talked about before again if you're not familiar with stager at all i highly suggest you to watch my other video where i have a quick start on stager i introduce you the ui and important panels and important buttons for this one we are not going to spend too much time on the basics we're just going to get to the project get to the point and start texturing this model all right that's it let's uh let's open stops and stager and import our model and get to work all right guys here i am inside substance stager if the user interface and the layout looks unfamiliar to you then please make sure to check out my quick guide to substance stager as i go through all these um basic menus main tools how to output so on and so forth so we are not going to spend any time on that in this video so i'm going to go to file i'm going to go to import and 3d model and bring in my d40 so the position is the same position as my my scene file i'm going to zoom in and you can see right off the bat that it's actually hovering up a little bit so with the d40 folder selected i'm just going to click on this button to move it to the ground it snaps itself to the ground that's better if i look at the structure you can see the same structure that we had inside my preferred 3d application and the good thing about that is you can always kind of think about how to approach the hierarchy to benefit this the most now we get that one out of the way let's focus on the main body for our material so we're gonna target the the body and the grip so i'm just going to select the grip individually select the main body individually we can also apply some material on the outer surface of the lens and texture the cap as well so that's easy let's get to work i'm looking at my references in my purif page if i just bring it forward as i mentioned we have a leathery texture sort of looking material on the grip as well as the main body they're not look similar they have different roughness values and even they're slightly different in texture so let's kind of explore how we can tackle that i'm going to make sure that the material filter is selected and type in leather i've got two types of leather i'm not going to bring through the leather because the pattern of that leather is just too sparse so i'm going to go and assign a buffalo to the grip and ctrl shift to select the main body and assign the same material to the main body looks a bit odd at the moment but of course we need to tweak that as well while i have this i think it would be a good practice since we're about to start with our texturing it would be a good practice to actually start with ray tracing if your computer allows i think you get a much better representation of your content if you have ray tracing on so backslash to enable ray tracing and i'm going to go with the buffalo letter on the main body make sure that you're selecting the right item i'm going to increase the resolution obviously that's one thing that i need to do before anything else the repeat is just way too big for my taste so i'm just gonna go to two definitely still too big three that's much better maybe i can push this to four yes that definitely makes a difference scrolling down to the color i can change the color to black instantly get a black color roughness i can push roughness and increase the variation and that gives me a much better result with my roughness grain scale set to medium definitely looks good the intensity is the intensity of the noise that i have so i can actually push that a little bit we don't want any wrinkle on this so i'm just going to leave that as is specular level i can actually use just slightly more specular especially around these areas again i'm constantly looking at the specularity values that i'm getting with my reference and that actually shows me that the specularity needs to be much higher which is good i'm gonna leave the specular color as is and i'm gonna lower the roughness just a tad i think that's going to help me to get a much more defined pattern for my noise that's good so not much needs to be edited for the main body it's more of a very kind of dull looking material if i may no emission no sheen and in an interior we have extra items to deal with but none of them are applicable for this one in particular going to the grip itself so moving down definitely we need more definition for the pattern i'm just going to sort of zoom in to the grip no repeat is needed on this one definitely a much higher resolution and of course i'm gonna make that one black good but again i need to intensify the pattern so i'm gonna go to we don't need color variation i'm gonna reduce roughness just a little bit increase the variation of the roughness more i'm gonna change the grain scale to large because i think we need more well-defined pattern for that definitely no wrinkle but higher intensity i want these to pop i really want the audience to actually see the pattern from distance and that's how it actually is if you kind of look at the material i can bring it over you can see how well defined the material is so that's better with regard to the specularity i need to make a few changes so i'm just going to select the object again control click and scroll until i get to the specularity there we have specularity and probably lower that just a tad and that is going to do the trick for us again a good old trick is to always play around with your light and see if you are happy with what you're getting and remember we are actually blocking out we're not really finalizing anything at the moment at any point of time i can go back to any of these items and readjust the values and attributes so we are actually blocking out the material not to mention that we still need to bring the environment once we bring the environment then also that would be another factor for me to go back to some of the key attributes in my material and make further changes so so far so good let's look after the lens so i'm going to collapse the main body group go to lens group and select d40 lens body that's the one that we want and on this from experience again not experience from reference there is no noise there is no graininess or pattern so i think we can just get away with just a plastic material and i'm looking at this list by the way this is not just the items that you can use you can always bring in your own sort of external material that you've purchased but again since this scene will be available to you i try my best to use what we have insta inside the adobe stager i think hard plastic would be a good option now one one a way of doing this is just to drag and drop another way is to drag and drop it on the actual name and it applies the material instantly we are actually getting a really really pleasing result i'm just going to turn off ray tracing for a second now i'm looking at the roughness value on the body and i think it's a little bit too low actually for the roughness so i'm just going to ever so slightly diffuse that that should do the trick maybe increase the specular level can help as well but there is not much attribute to play around with we don't have any pattern to toilet there is no translucency or anisotropy um so i'm just going to leave that as is and we deal with it later if need be but the same material should be applied to this part of the lens as well as the cap so one thing i can do is just to sample this color and apply it to these two objects which is something as easy as that so i'm just gonna sample the color i'm gonna select the sampling hold down shift and reapply the same material to these two objects again if you kind of feel lost and not sure what i just did definitely check the video that i have with the quick start first before you move into this one fairly straightforward though um just very very simple stuff that i'm talking about all right um that should do the trick um while i have this cap here i'm just gonna use it's very very simple default material so i can apply that on the the nikon font as well so cap logo i'm just going to bring in a default material drag and drop it in here there's really nothing about this font so just the normal white color will do again the same trick i'm gonna sample the color and i'm going to go in here and select this guy and just drag and drop it into here simple as that and you can see that i have already applied the same shader into that one as well because i put them into the same group now this piece also shares the same content so i can again do the exact same thing sample the color here and then assign that to some of these objects individually i'm looking here this one gets that object as well what else do we have these buttons should be able to get that object as well that's good this is the okay button should get the same thing um yeah that that is really simple and straightforward we get those all done the only silver one would be this button again um just to show you guys i'm using my prf on the other monitor to sanity check everything make sure i'm on the right track and apply that to the other materials very very simple now let's um focus on some of these metallic objects in the next chapter also we are going to take a look at this rubbery looking material that i have here actually if i bring my purif again i'm talking about this it's got an interesting look to it as well kind of dances with the light a little bit very very rough though but it's not pure red there's a degree of translucency in it it's like a thick plastic if i may so let's have a look at that and kind of move forward with our texturing process in the meantime i'm going to save the file uh you better do that too so you don't lose any content and we're going to move forward [Music] all right let's continue with what we have um in this brief chapter we are going to target all the conductive parts of our d40 so again i'm gonna bring this one over you can see that we have a little piece here little piece here and of course a little piece here this wouldn't be visible if you have a lens on you can see this will hide behind the actual lens so we're not going to see that and there is if i look at the the rear part there is no metallic object so we have only a few piece to deal with just move that to the side as for the material i need to make sure to filter material and again type in metal and you can see we have a few metal materials that we have our disposal some of them are just fixed material and some of them are sp sar material where we can actually tweak and get a slightly different look now going back to my reference this piece here looks very shiny same as this piece now let's start with what we have and see which one works better so i'm gonna go with the metal polish and again the good thing about that is as soon as you select this piece it will select all the metal bits with it i don't think we need to really customize that per item but again if the situation calls for it if you have tear and wear in the model if you have extreme close-up shot of your item then i definitely suggest you go ahead and customize your material per piece do not apply one material to multiple objects i'm gonna go with metal polish on this one drag and drop it in here and we get a relatively good result now with that all i need to do is just to increase the roughness ever so slightly i'm going to go with a slightly higher resolution with variation i still want to get a little bit of variation not much roughness i'm going to go all the way to normal and make sure i have no normal on this we don't want any bump map on this scratches i can just zoom in a little bit um you can intensify the scratches and get that um the number of scratches and that leaves me just a little bit of scratch here and there so it just doesn't look too shiny so that works well for me as well that leaves me with only one tiny piece the information on the lens again if i bring the reference that's the part that i'm talking about and it's more of a goldish look so um if i type in gold you can see i'm not really getting the gold uh material you can go in different websites and kind of get a gold material but i do have metal right so i can just repurpose the metal i have and get the result that i want so i'm just gonna ctrl select lens font and drag and drop you can see right off the bat if i zoom in i'm getting a decent result scroll all the way down into specular edge color and that's where you want to tint specularity a little bit you can also reduce roughness you want to go to the base color and just add a touch of color to that as well again we're not going to go completely yellow we want to make sure that we follow the reference so a little bit of kind of add a little bit of dirt to it to lower the contrast sort of desaturate the color for the base color as well there's not much else i'm gonna go to anisotropy in this particular case and just introduce a little bit of anisotropy to kind of create that pop so if i just turn anisotropy off you can see it looks a bit too dull but if i increase anisotropy it kind of helps me to get a little bit of pop with my gold color so i think this looks good i still need to go a little bit into kind of brownish realm as opposed to complete orange probably do the same thing in here as well that's better i'm happy with that there is an underneath surface that i need to look after but it's nothing more than a plastic semi-transparent looking plastic as well i might actually do that so i'm just going to go and type in plastic bring a normal plastic and apply it to that part now with that plastic look we can see we have few presets which we will not going to use i'm just going to scroll down all the way reduce the grain so we don't want to get much grain in here with our plastic there is no pattern so i'm gonna again kill that one as well we're gonna get the second color but we are going to basically turn both colors into black because it's going to be a sort of a matte looking color i'm just going to increase the roughness on both of them on here and last but not least reduce the opacity ever so slightly and that should do the work for us and that's the surface that we are actually aiming in here gets the job done again there are many things you can do to improve but again this particular um example we're not going to have too much of a close-up in here um still that gold is a bit too annoying from my taste i'm just going to go up maybe increase the uh roughness just a tad and maybe anisotropy is a bit too high i got too excited with that anisotropy that is better actually so yeah that definitely works now with this one out of the way as well uh in the next chapter we are going to explore how to approach transmissive parts of this d40 camera so let's get to the next one [Music] all right guys let's continue with our uh project by targeting all the transmissive parts so looking at my reference here you can see we have a front glass and sort of an inner glass and they do not share the same specular highlights so i thought i would just separate them that's why we have in here in lens grp front glass and then we have this inner glass then we have two clear glass materials and both are coming from the flash so one is the pop-up flash and the other one is this little guy and they are clear glass we have i believe another one for the visor but that's uh fairly straightforward really there's nothing too complex about that and that's pretty much all we have for this particular piece so fairly straightforward i would say let's start with the clear glass control click to select the clear glass i need to make sure that in my material and then select and drag and drop oops glass material onto flash underscore glass and we instantly get a reasonable result if i click on this and go to glass you can see it's way too shiny i just want to increase the roughness just a tad a little bit of anisotropy probably and again we talked about this before anisotropy stretches the reflection highlights basically along a direction and you can change the angle of that direction via this slider here so i'm just going to increase that a little bit and give it a little bit of an angle now another thing i need to change is index of refraction so i can just scroll down and get to index of refraction and that defines how much the light is going to bend and set that one to two that's better that will get the job done so first part is done now let's get to the lens and the front lens in particular to select the front lens i'm going to drag and drop the glass material onto front lens glass so we have roughness definitely we do not have uh we do not want to have any roughness so i'm gonna kill the roughness all together specular level and specular edge color play a massive role in here you may ask why because if i bring the reference again we have a very strong presence of a color in the specular highlights and this attribute here edge color tints our reflection so it plays a key role in here go to green and try to find a nice green now once you get that one done then you need to think about all right how much strength i need to inject to this i'm going to increase the roughness on that because i noticed from my reference that the edge is not as clear and again that's another good thing about looking at your reference to see you're on track so i'm just gonna leave specular level at point seven maybe even point six is better uh for my liking i'm gonna scroll and introduce a little bit of anisotropy and one thing i definitely need to increase is how much the light bends so if i reduce this just to show you guys you can see everything disappears and eventually we are going to even introduce even a little bit of artifact here so i would like to start with something like 2.3 that's good and that immediately gives me the color that i want if i just play around with the reflection a little bit yeah definitely the color is a bit too much so control click on the lens itself i'm just going to go in here lower this to a much darker color to sort of reduce the intensity and this highlight is also in my opinion a little bit too much so i can just go in here and tone that down and of course tone down the anisotropy level with it as well yeah that definitely looks much better now with this i can just hide this front glass and apply another material to the inner glass to get a result so we immediately get something reasonable i'm gonna make those similar changes in here if i select on glass 7 which is the material for the inner glass i can go into specular level and specular color to tint the reflection i have and kind of give it a nice warm reflection now combining this with the front gives us a really nice result again it's up to you it would be a good idea to go with a much more of a subtle effect yep that definitely works for me so um really there is not much to transmissive material so you just need to be mindful of few key attributes and make sure that you understand how they work key attributes are roughness and it comes down to the material of the glass specular level and specular color how deep you want the light to scatter and if you want to give the light a color so it colors the reflection like so and normal doesn't play any role in here same as height anisotropy does play a role but it comes down to amount of curvature and the shape of your glass and if the glass is going to ever skew when you um basically put that in a real environment again once we introduce more to this scene and bring in environments everything will look better instantly all right cool that's uh that's that let's um target some of these small bits and pieces in the rear side of this camera and just play around with bringing images into the scene and apply them to buttons so on and so forth um also there's one piece in here the red piece that we still need to take care of a lot of bits and pieces we're almost there so stay tuned and we are going to continue with this project all right let's continue with um with our project i'm gonna start with this little piece here by bringing my graphics into this so i just need to make sure that it's been textured i'm not actually quite sure if this piece has been textured so i'm gonna control click on it uh no it has not been textured so what i can do is press i sample from the lens and then go and hold down shift and bring the material onto this piece and now we have the hard plastic that we have on the lens as well now we have this it's time to bring in graphics you can see we can hold and click on this item to place an image on the model that's one way of doing it another way of doing it is just to drag and drop you can kind of break that connection on link the material and you can of course delete the material by pressing the delete here on your keyboard or click on this icon i'm just going to use the graphics that i have in here and i made them in photoshop nothing too particular drag and drop and you can see it drops itself in here i can zoom in i'm just gonna turn off ray tracing it allows me to work better and you can select that and reposition it however you want to you can even rotate it if you want to rotate it and looking at my reference actually that piece is done let's look after the dial so dial is also important if i bring let's see which one shows the dial better this one probably so you can see we have this little dial on on this particular knob so let's look after that as well okay i'm just going to position my camera go to my folder to find the knob would be a good idea to control click on it but right object selected bring the dial in here again hold down shift for proportional movement now basically stager recognizes this graphic as decal which is pretty helpful from here you can also scale it now here's another thing that you need to be mindful of you can actually make it a little bit metallic which believe it or not i actually want to do that and add a roughness to it also i'm going to reduce the opacity just a tad i don't want this to be completely brand new so that's gonna work for me well again constantly looking at my reference make sure the position is there also if you look at here odo is on the nine o'clock sort of position so i definitely need to rotate that like so that's better now that works let's uh focus on these two guys so we have info button as you can see and exposure control so let's bring those in control click to bring the info button just going to drag and drop it in here just scale it and reposition it again just like with the others i can just bring down the opacity a little bit bring in roughness down just a tad i'm going to speed up the process because there's not much point for you to just sit down and look at what i do the only thing that i need to basically color separately is this little bar in here although it's not a super high resolution model i thought it would be a good idea to just to keep an eye on some of these sort of important colorations for lack of better words so with this piece you don't need to bring any image all i need is a default material so i'm going to bring in a default material maybe increase the roughness a little bit and bring the base color to a white color so i'm just going to spend the time and go through all the buttons really quickly [Music] do [Music] wow [Music] [Music] okay that should really do it for us we have few bits and pieces to take care of one of them is this rubber plastic for the grip and the other one is the screen in here that lamp in the for the flash is another thing that we need to take care of but we're almost there so let's enable ray tracing to see how everything looks that's good let's go to the next chapter and finish all those bits and pieces to apply material to all the like the remaining parts of this model and then in the next chapter we will learn how to bring this object into an environment we're rendering out when we're pretty much done okay let's finish the material side of this project we have a few uh props two or few pieces to add material to one is uh this rear screen so i'm going to single click on it go to the material drag and drop the glass material on that and go to material tab i'm going to reduce roughness altogether because it's a very reflective surface that we have here i'm also going to go to interior and reduce a little bit of this translucency so while it's very reflective at the same time it doesn't absorb as much light in here now index of refraction i think it would be a good idea to increase that as well and set it to 2 so that's a good place to be you can tint that a little bit and change the tint you can go different colors i personally reduce it to some sort of a gray color as well so that part is done the other part to look after is this piece right here so if i click on it and you can approach this in a variety of ways you can select a ready-to-go material or you can get a base material and tweak that i personally think it would be a good idea to start with just a simple default material now i'm gonna go and apply a color to it again referring back to what i have here and bring in the specular level at the same time increasing the roughness as well so we kind of need to play around with the environment light as well that's good i'm going to definitely bring in some translucency in here and apply a color to my translucency probably go with a sort of an orangey look for my translucency absorption distance will bring more of that color into here this persian we definitely don't want that so that should do it as well you can try with subsurface scattering because technically uh this piece absorbs light as well so that's another useful thing to add to your material set so you can actually bring in some of the [Music] lights that it absorbs this piece absorbs you can include a little bit of redness which is always good for skin type pieces and that really should do the trick for us what else do we have we also have this piece right behind the glass for the flash so i'm gonna hide the flash to have access to this little guy here we already have a default material on it which is good so i can just go ahead and change that default material from the reference i have it's actually fairly white with the hint of yellow so i want to make it too yellow so something like that also i noticed that there's a little bit of translucency in there so i'm just gonna include translucency obviously there are some properties to play around with but none of them are applicable for such a simple example that should get the job done i'm gonna go back to my lens and bring back the flash and that part is also done and that should be it let's see how we can bring this guy into an environment and add a little bit of personality to the prop that we have here let's fix the composition bring this guy into an environment and wrap up the project so first thing i'm going to do i'm going to go into this icon here and add a camera with that i can always toggle back and forth between my working camera and my final camera and again these are the things that i covered in my quick start so if you don't know make sure to check that out now one last step is to bring in an environment you can bring in your own hdr into this and place your object inside at the environment that you prefer i'm personally going to go with the exterior table 0-3 which is a ready to go hdr image that ships with substance stager i'm going to increase its size a little and try to place it on the table you can see that it's actually not doing a terrible job at the same time i'm not quite sure exactly how to take care of the composition here so that can be a little bit difficult you may try to eyeball it but whatever you try is not going to be accurate that's why if you look into the camera node properties we have match image as one of the actions very very useful if i click on this it says all right i'm just going to match the aspect ratio if you want you can click on it you can see that it matches based on the aspect ratio which you have provided or the image size itself that's one option that you have you can create lights with it multiple lights outdoor sunlight which can be used or abstract i'm just gonna go with multiple lights the default and definitely that's the one that you want to take match camera perspective which gets the job done for me i'm gonna click and it will give me this result so you can see it tries its best to match the color to match the perspective match the focal length so on and so forth so you can change the focal length here from 46 you can go to 55 and bring this a little bit forward if you want or you can do the other way around go to something like 50 push that back to the center just a little bit you can also still play around with some of these lights to get a better read remember you can always use ground to change shadow opacity so i probably want to dial down shadow opacity so the opacity that i have here matches the opacity of the shadows and i can go into lights and probably tweak the intensity of my lights a little bit you can see i can just tweak that and the rotation that i was doing just does the rotation shift right click does the same thing that should do the trick last but not least you can go to render specify the resolution so you can go into camera and set your viewport camera you can get this as a psd which gives you the hdr camera separately and the render separately i definitely want to have more control over the final result so i'm just going to pick psd over png which is just a you know it comes with transparency but pst gives you more option to work with the path for now i'm going to just save it on desktop and then i can just crank up the samples to 10 000 to get a noise free result i want this placement to be in here resolution set to full and i would like to render it with gpu to have a much faster result and hit render now while it's rendering i can just stop the video and open this guy in photoshop and finish this project alright here i am inside photoshop i brought the render into photoshop and color grade it a little bit you can just start with the post-processing stage and just fine-tune the colors to your taste or according to your brief and very impressed all in all with what you can do inside 3d stager i hope you found this video useful obviously i'll make this scene available to my follow along tier on patreon so pay a visit download the model along with all the maps so you can follow along you can find me on twitter as well thank you very much for your support and your kind words i hope you enjoyed this tutorial i certainly did until the next one see you guys later
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Channel: SARKAMARI
Views: 2,103
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Keywords: Adobe Substance 3D Apps, Substance 3D Stager tutorial, Substance 3D Stager quick start, Substance 3D Stager first step, Adobe SUbstance 3D, Adone Stager, Substance Stager 101, Reza Sarkamari Substance tutorial, Adone substance tutorial
Id: xlebfnbBLbQ
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Length: 49min 33sec (2973 seconds)
Published: Sat Nov 13 2021
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