HL1 Barnacle Reimagining

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Released on
Steam Workshop[/size][/size]
GameBanana[/size][/size]
(Many thanks to Shepettan Pride for the researcher’s sketches)[/size][/align]

So happened to read on the wiki that the barnacle (and headcrab) are the only enemies to have gone into Black Mesa from HL2 untweaked. And, I mean, I fully understand why, the HL2 barnacle does look fine as is. But wouldn’t let a little detail like that stop me from working up a model based off of HL1 concept art, the actual HL1 model, and portions of my own imagination, lightly sprinkled with happy accidents.

Still working things out, but, it is currently working in-game. Would love some opinions on what I’ve got so far, and what people would like to see.

Nice model, but looks a bit more Team Fortress than Black Mesa.

Offering some (non-modeller) criticism, you’re relying on the texture too much for the detail. It’s a little hard to tell in the picture, but the ribbing/bumps along the creature’s body (not the bones) could easily be modelled instead of textured/normaled, and it would look way better. And the teeth look rather unimpressive, also, if you’re reimagining it!

Many of our models are really high poly, you could certainly get away with it, and it would look way better.

Good start, though, am liking it a lot! :slight_smile:


4,960 tri in fact. The textured views aren’t shaded, so hard to see that in there.
Also wasn’t so sure how much “reimagining” this was gonna be until after the model was made and started texturing it, or how comfortable folks would be with deviation. Can certainly put more bite in it.

Also the model really reminds me of this.

I think the model in its current state is a bit too smooth and symmetric, both in terms of shape and texture. I know I’m almost always the one complaining that textures are too grimy or dark, but I think dirtying up the barnacle a little would do wonders.

I guess u took this image from an official source cause I saw a pic of the Barnacle normally used and it did look like this more or less

Yeah, the concept art I mentioned would be this, which for all intents and purposes is fairly similar to the actual HL1 model.

But anyway, updated the model a bit. Extended the ridges, and updated the smoothing to (hopefully) help better define them without the texture. Also played with the texture, including adding higher fidelity detailing to the main body, which also helps bring its brightness down a bit. Not seen in the screenshots, added a second row of upward facing teeth in its maw to help prevent prey from making its way back out (like a pitcher plant).

As for any sort of “grunge,” not sure what would fit best. Would an almost “moldy” sort of look work? Might go along with the cloud of flies Black Mesa adds around them. I feel like just slathering it in blood is a cheap way to detail it, especially when that would only logically apply around its mouth, and only to a certain extent as they pretty well swallow their prey whole.

As well, while not to the extent that the HL2 model has, would some further “rooting” beyond the feet compliment it? Would like the model to still fit with the bit in Opposing Force about being able to detach it from the ceiling without outright killing it, so they would likely fewer and thicker than in HL2. Hopefully properly modeled as well!

Another idea I’m fiddling with is maybe using spiders’ spinnerets as a possible inspiration, as, especially when reeling in something on its tongue, the four outer “claws” look and act quite similarly to them.

Perhaps add some branching “veins” on the surface (you can vaguely see such on the HL1 model)- that would help both the symmetry and the smoothness of the model, making it look less like a plastic safety cone and more like a living animal.

As for grunging it up, blood around the mouth area is certainly a good suggestion, but just generally a creature like this has the potential to very slowly accumulate dirt and grime from its environment… although barnacles might also be covered in some kind of mucus, so gobs or splotches of shiny material might work pretty well too.

And yeah, some extra webbing on the base would probably be a good idea- remember, the science team in Opposing Force got all of one barnacle successfully detached out of the dozen or so (?) they were growing, so I am imagining it being a delicate, surgical process.

EDIT: Also, the fangs look a bit “off” to me- I’d suggest making them much more white to go with the overall brighter coloring of the creature.

I feel like we could get a better sense of how well it fits in if we saw in-game screenshots with the mood lighting and everything.

Sure. Keep in mind, nothing on them but the base textures, so they’ll be pretty smooth/matte.

Office Complex

Residue Processing

Not to double post, but, got it released. Tried a few different suggestions here, but, nothing felt quite right for it. Deviated too much from the concept with the webbing. So what I ended up going with is making the feet secrete concrete, similarly to real-life barnacles. With the change to their being made of a the same material as the claws, I feel it really ties the model together. Added a few other details, but you’ve stopped reading by now and are looking for some blue text to click. Well, here you go, or here if you’re running the mod version.

I think this looks more like something that would come from xen than the first one. Love the background info on the GB page too! I’d love to see more creatures reimagined!

Pretty cool! I love the journal entry too.

Been top on the Steam Workshop the past few days with a 95% positive rating and 96% retention rate, and now GameBanana has featured my barnacle on their front page.

To show my appreciation to all the lovely people, I will be giving it a new skeleton and accompanying animations to lessen the scrunching it suffers so greatly (in my opinion) from.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.