@ItsMeKonaruhi There’s an emulator behind this! And emulators aren’t perfect, especially ones in the browser. There are a few different options though and I’m trying out different ones 🙂
@_danlever There's a slight mistake in the game's audio at 0:32 - 0:36 : a high pitch sound happens when the unknowns appear but that sound doesn't exist in the actual intro of Crystal
For you to spend so much time on realism to have the incorrect sound is heartbreaking
@Avirtualfuture Adobe Substance Painter! It's slightly confusing but fits pretty nicely to the side of a Blender -> GLTF -> Three.js workflow. And I have a Quest 3, so maybe WebXR at some point? I'm not sure how good the controls would feel though.
@MrmoTarius There’s so much potential in bringing fallout tech to life — fans have been at it for years! Hoping they give Pip-Boy the attention it deserves 🤞
I'm very confused by the displays in the new Fallout series.
There's some scenes with extreme zoomed-in view of the monitor, and it's... sharp pixels with a larger, non-conforming grid overlaid on top. On what's supposed to be a CRT display.
What am I looking at here?
@threejs Oh sure! I can submit something tonight. You can actually see it in action on the Transmission example — just change the color to #000000 and you’ll see it goes from translucent to opaque. Dropping the alpha is a workaround, but the reflections fade too.
threejs.org/examples/webgl…
Adding more detailed texturing to my skeuomorphic gameboy emulator!
Using Substance Painter for the first time. It's kinda neat! But so much trial and error.
#threejs#r3f#blender#gameboy#emulator
@N00b_B1scu1t It's actually kinda hard to find references online, literally because most modern video footage is of modded backlit devices! Spent some time looking for my childhood GBC but it must be at mums...
And yep, the case color is a single value which can be changed at runtime!
@_danlever Only complaint with the shader is the backscreen also has some sheen, and light does give some internal bounce which makes it easier to see even under near direct light. Render is a bit too dark at times it shouldn't be.
If I remove the alpha map entirely, the transmission seems to actually multiplied by the base color of my material, which is unexpected? So you can't have a black material which is also transmissive? Blender and Three.js seem to disagree here!
It kinda looks ok, but the reflections/roughness in front of the LCD are being affected by the alpha map, despite having a transmission map? I'm definitely doing something wrong 🤔