Hey everyone.
This post will be a bit long… and great fun. 
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As many of you know, V2 of the Mega Bezel is in developement.
A few years back I did a Super Famicom graphic, themed for the Mega Bezel. Here is an example shot taken from the beginning of the Mega Bezel thread.
I thought that V2 deserved better… so in December of 2023 I started creating a new version from the ground up.
I took inspiration from some of my newer graphics, like the “Tandy CoCo 3”, and showed the top and bottom edges with controllers plugged in.
Then I did a BVM that is a favorite of @HyperspaceMadness 's. “The SONY Profeel KX-1901A”.
I incorporated my standard phosphor layer, tube shadow, and tube reflection method.
I really love that this BVM has dual bezels, (Although the inner bezel is just a fraction of an inch.) it allowed me to create a reflection mask.
I also opened the controls panel door.
But… the point was to create something for the Mega Bezel V2… so I had some fun. 
I de-branded both the Famicom, and the BVM.
For the Famicom, I re-branded it with an imaginary “Video Expansion Cartridge”, my “Invader” logo badge, and “Retroarch” logos on the controller plugs.
For the BVM. I used “Mega Bezel” on the nameplate, “Bezeltron” for the RGB logo, tweaked the LEDs and LED text, and put the shader version number in place of the model number.
The “MB-1.17.1” text is a separate layer that can be updated in either Photoshop or Affinity Photo.
Finally, I created a Wide controls version with some shader related tunings.
The fun doesn’t stop there though. 
V2 of the Mega Bezel has volumetric lighting. To make it work realistically, you need a height map, so I manually created one for each. (Both the normal and the Mega Bezel versions.)
If you use a 3D modeler to create a scene, a height map is a click away. I had to painstakingly do my best using grayscale values and math.
Next, I generated Normal maps.
The Normal maps give you an idea how the lighting will make the 2D illustration appear 3D.
I haven’t done height maps for the open-door versions. I’m not sure I will… it is an awful lot of hard work. 
For the regular Super Famicom I will create a full set of preset sub classes, the Mega Bezel version will be as you see here.
All the closed-door versions will be set up to use the development version of the Mega Bezel V2 if anyone wants to create a temp install to try things out.
No ETA on when I will update, I still have to create the additional sub class presets and integrate everything into my boilerplate.
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