Duimon - HSM Mega Bezel Graphics and Presets - Feedback and Updates

I’m fairly certain that instead of adding an ambient multiplier to the Top Image, you just set it to not apply the night to it when it was in Add mode. (I think so we could use it as another LED layer.)

Here is a shot with the transparency not set.

Totally not affected by the night layer. :upside_down_face:

BTW, the Top layer is below the CRT and Glass layer. If you were wondering. :wink:

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Hmm, sounds like I should add some parameters here to adjust how much night lighting gets applied…

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Something like opacity?

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Yeah, basically a 0-100 amount of how much the night lighting the top layer received

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I wanted to ask but didn’t want to seem greedy. :grin:

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And that is how features for Mega Bezel are made.

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The first steps are always an adventure. :grin: Here is the first WIP on the Tiger Game .com.

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Here another WIP before I retire for the evening.

BTW. In case you were wondering why this has so much in common with my TI-99_4A graphic…

…Tiger Electronics acquired the toy division of Texas Instruments in 1995. They started producing the Game .com in 1997.

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Here’s the latest WIP.

Getting close. I still have to do the stylus. :grin:

The bezel will be done in the shader. I am planning on adjusting the reflection falloff/fade. We’ll see how it goes. :wink:

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Here is a WIP on the stylus.

There is an awful lot going on with this thing. I’m not sure I will ever get it perfect. :frowning_face:

Hopefully, as I add detail, it will become more forgiving.

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I see it perfect, it’s getting perfect

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Here is the first live shot.

This was truly one of the toughest graphics yet. It surprised me because I thought it would be fairly fast and easy. :rofl:

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Really? What made it so different and difficult?

The stylus was a battle to figure out, with the multiple layers, highlights, and shading. The speaker holes are of varying sizes and fan out from the left to right, and the d-pad and stylus are both within the lower 20% grayscale… to mention a few. :wink:

When you get down to the lower end of grayscale, a lot of the shades fall outside the 8-bit color gamut so 30% become something like 18 levels you actually have to work with. (And the only way to do it is with trail and error.)

I did happen to learn a new trick or two, so that is good. :grin:

I may also try adding some texture if I can find some high res photos to be sure… film grain can look like texture.

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is perfect!!! amazing work!!!

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Here is a look at the layers panel… for just the stylus. :upside_down_face:

One of the new things I learned was to use an offset solid object, outside of a masked area, and use the drop shadow effect to cast realistic shading and/or highlights on a layer.

It gives a lot of control of lighting direction and blur/transparency.

It will come in handy for future projects.

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awesome work again :slight_smile: every time you make a new one, i realise it’s a system i haven’t set up yet :slight_smile: thanks for the new ones can’t wait to try them out :+1:

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So nice to see your skills improving since the beginning of the project! Attention to details everywhere! Thank you!

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Looking at images of the Game .com and found this

Didn’t think this handheld would have a different variation. :man_shrugging:

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Yep… the game .com Pocket Pro.

It is NOT on my to do list. :grin: (I have pretty much had my fill of transparency.)

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