View Full Version : Astromachs

08 August 2005, 01:20 PM
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These are a couple of the models I've been working on for the Hull-Breach ( HL2 mod. The name Astromach is, if I recall, taken from the latin for "star warrior".

They both have visors and faces beneath their faceplates, which will be able to be raised/lowered in-game.
Please bear in mind that they're both built to a universal rig for all our player models just now, so I can't really help the proportions.

Anyway, I'm posting them up here to get some proper feedback on them, so crit away :)

Senallin Astromach;



Flats (click to enlarge); (

Concept (click to enlarge); (

Senallin Infiltrator (not textured yet);


Concept (click to enlarge); (

Dancing Monkey
08 August 2005, 01:44 PM
I really like this model! It reminds me of the Imperial Pilot on Star Wars Battlefront on X Box. What does the warning label say, if anything? Great model.

Just noticed the bottom model is different. Haha. Helps to read things before ya post, eh? Yeah, I guess that could imply that there may need to be a bit more variation. I'm sure the texturing will show the variations a lot more. I like the pack on the second one a bit more too.

08 August 2005, 01:48 PM
Whats to crit? Great work . . . whats the deal with the shiny cock strap?

08 August 2005, 02:42 PM
Yup, your eye goes right to his crotch. You may want to darken that up. It is the lightest part of your texture which explains why your eye goes right to it. Other than that, nice work.

08 August 2005, 02:54 PM
Hey Talon. It's all good work, as ever, and I know you can't really do anything about the proportions, but I always felt that proportion wise, these concepts ( (which are already in contribution art on the public site before you call NDA on me ;) ), were always a much better indication than the model sheets. Since those concepts are done in 3/4 view, they give a better indication of what looks good in real world terms, which I believe the model sheets miss the mark on because of the lack of perspective.

In the concept images, the torso and backpack armour seems almost like a single piece, and the thighs and legs are built up more so that the models don't seem so top heavy. Also the backpacks don't push out as far as they do in the model sheets and the shoulder pads seem more... reserved. Like I say, I think the concept images show a much more balanced proportion, especially in terms of weight distribution. The model sheets on the other hand (and the models by proxy), seem very top heavy which makes the characters seem far less sturdy. I mean if you look at the basic weighting and silhouette of the rear wire render of the Infiltrator, it looks like a guy who got dressed up in full plate armour but is naked from the waist down.

I think the real weighting issue is the backpack size. Currently it seems like it's this massive block of weight jutting out of the character, in such a way that if you pushed them in the front they'd fall back pretty easy.

It's all good modelling work, you have great topology, and your textures are awesome, so I have no crit of your work, as such, I just think you should use the model sheets as a starting point and then use the concept images as your real guide for how things should look in 3D. If that means Revolver has to alter his rigging and tweak his animations then that may just be something he has to live with, cause really the modeller should be dictating the proportions of a model, he shouldn't be working to fit an existing rig.

08 August 2005, 05:06 PM
Cheers guys, I'll darken up the codpiece a little.

Yeah, I know what you mean Headless, I always did like those original concepts better. Kai and his anime-porportioned model sheets, been driving me round the bend :P

Lesson's learned the hard way round this time ;) We'll be redoing them all next build, with individual skeletons and animations. It's just easier this way for our beta runs to use one skeleton (and also for my practicing benefits).

08 August 2005, 07:37 PM
I think they stink!! Not really though, but I never noticed the size of the back packs to the rest of the body, they're much smaller. And the legs do seem a bit stronger the way they are in the older concepts.

Anyways, we can chat more on that later. Headless, it's good to see you've still got some good ideas ;).


08 August 2005, 10:21 PM
Very nice work!

08 August 2005, 10:30 PM
Excellent work ArchangelTalon, if i had a crit it would be the ankle and knee areas don't quite look right proportion wise. But as you've stated you can't change those right now and you've followed the concepts very tightly. Good stuff.

08 August 2005, 11:29 PM
looks amazing ive been following this game for awhile hope to see it come out.

08 August 2005, 02:48 AM
I love it, really nice job. I love especially textures. The mesh is also ok, nice use of poly, clean mesh.
Great job dude.:thumbsup:

08 August 2005, 03:49 PM
great work talon, i really like the new model ( infiltrator )


well as others said, the crotch thingy :P
And those two bands that connect to the "butt-plate" need more texture.
It looks like solid gray.

and on the backside of the shoes, there is a seam! The gray parts dont connect very well.

other than that, great job mate! :thumbsup:

08 August 2005, 04:01 PM
This is seriously one of the best designs I have seen in a while, hopefully it will make a kickass mod! The original concept art reminds me a bit of Metal Gear Solid 2's tengu soldiers:)

My only crit is the visors, how can they seen anything? It looked better in the concept art I think and it would reduce the redundancy of the texture.

08 August 2005, 04:10 PM
This is seriously one of the best designs I have seen in a while, hopefully it will make a kickass mod! The original concept art reminds me a bit of Metal Gear Solid 2's tengu soldiers:)

My only crit is the visors, how can they seen anything? It looked better in the concept art I think and it would reduce the redundancy of the texture.

They both have visors and faces beneath their faceplates, which will be able to be raised/lowered in-game. ;)

08 August 2005, 07:19 PM
My only crit is the visors, how can they seen anything? It looked better in the concept art I think and it would reduce the redundancy of the texture.
Ah, I should have mentioned. It's part of one of the gameplay dynamics.

All the suits have cameras in/around the faceplates - the two black nodes on either side of his helmet in the Marine's case, and the four large ones on the faceplate on the Infiltrator.

There's a digital display on the inside of the faceplate that you'll be able to see out of via the cameras that has masses of HUD items, but kinda poor quality digital vision.

You'll be able to raise the faceplate, however, to get a much clearer view through the visor beneath, but at the sacrifice of some head armor and a good amount of HUD information.

Screengrab from inside LW;

My thanks to Headless for fixing up my rather poor face texture :P

08 August 2005, 11:53 PM
I didn't really do that much to it.

Just looking at it there, there's probably some other stuff I could have done.

01 January 2006, 08:26 PM
Heh, talk about thread resurrection...

So, I got pretty sidetracked doing weaponry for Hull-Breach and the characters got put on the shelf. I've finally got back to finishing off the second model I originally posted here (still got tiny bits to fix up, but it's close to complete).

My texturing has come a long way since then, too, I feel. Gonna have to go back and redo the first one now... argh :( (

01 January 2006, 03:22 AM
Can we see a wire?

01 January 2006, 05:09 AM
But of course...

He's 5380 tris (with a visor and face behind that helmet accounting for 560 of those). (

01 January 2006, 05:20 AM
simply awesome!!:bounce: :bounce: :bounce: . no crit at all. just love every thing about them.

01 January 2006, 06:30 AM
looks great AT! really tight modelling and texturing. have you considered a spec map? you could really bring this guy to life with a few glints and a little sheen. only thing that's bothering me is that he seems a little weak at the knees. He's so thoroughly armoured that those barely protected knees are just begging for it.

keep it coming.



01 January 2006, 06:49 PM
that kicks some serious ass man, congrats and some stars...

01 January 2006, 08:15 PM
yeh! great stuff, i agree, a nice specular map would make it even better!

01 January 2006, 02:06 AM
love the design and textures. nice use of polys.

but, the knees and shins bother me.

the shin gaurds look to square, to boxy. and i think the knee "pads" should be segmented [so when the character kneels down, the segments allow him to flex, but still keep him protected].

other then that, really nice stuff.

01 January 2006, 02:38 PM
Nice to see U in here dude. Long time I doesn't see anything from U. Quallity job U made, but it a standard from ya. I have no crits, great job man.

Take care.

01 January 2006, 02:45 PM
Looking very swank indeed *two thumbs up* :).

01 January 2006, 04:18 PM
really awesome, think it could use a slight variation in th emetal, even if its goig a tad lighter in some pieces, but, the foot is very week compared to the rest of the character. maybe get rid of the ankle split completely and make em more like combat boots or something. Nice work, hope that helps.

01 January 2006, 06:23 PM
Good to see you here Talon!

Like other people said, it's a bit dull and dark. And the legs look a bit skinny/weak compared to that massive chest armour thingy. Maybe some sort of exo skeleton leg enchantment thingy would be cool!:thumbsup:

Either way, thumbs up. The guys at HLF would be stunned if they saw this, lol.

01 January 2006, 11:34 PM
dreamsunlimited: Heh, cheers mate.

obelisk: Thanks. Yes, the knees are kind of an odd point, I'm not entirely sure why they were designed that way (I just model them, heheh :P). They don't look quite as bad in-game. We'll be having a redesign of the player models after the upcoming beta, I'll be sure to get them looking a lot better then. I will eventually have a reflection map on him (Source doesn't support specular maps) and probably a bump-to-normal normal map as not yet good enough for a proper high res mesh.

jfalconer:Nice one, cheers :)

carakong: Ta. Yep, he'll have a reflection + normal map on him once I've finalised the texture.

kole: Hey, thanks. As I say, the armor will be getting a redesign soonish, so I'll make sure and include some more fucntional/effective joint armor in his legs.

Por@szek: Lo mate, hows it going? :) Cheers for the kind words.

Brownboot: Cheers :)

onelung: Yeah, I need to work on my texturing skills some more, really still experimenting with what looks best at the moment. I can't ever seem to get any texture variations looking quite right (as in looking at all natural).

P4p3Rc1iP: Hey man, didn't know you lurked around here :) Yeah, the legs, I know XD Blame Kai, he designed them. Haha, the lot at HLF did see it, and they weren't stunned (see the comments on the news post on the front page) but that's probably because it wasn't a seven thousand tri replica of an accurately modded M16 rifle with full internal workings...

I'll work on the legs a bit more. I'm not sure I want to overhaul them too much.

This is the lightest and therefore fastest/most agile armor class in the game so I don't want him too encumbered. That and redoing the design for him means redoing it for all the other armor classes on his side and I'm unsure I have time for that.

Like I mentioned, we'll be redesigning the units after the upcoming beta of the game anyway, so I'll be sure to get the ankles and legs more enforced then and a couple of other changes I'd like to see.

05 May 2006, 02:15 AM
Last useless bump this thread gets, I promise!

05 May 2006, 05:19 AM
Great stuff James, nice & complete work :D

05 May 2006, 04:17 PM
Cheers dude :D

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