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Ground Infantry: Source Game Concept Team Deathmatch, with objectives to claim. Players struggle to either get more kills than the other team, or capture all objectives at a time. What differs from other objective/class based team games? We have Squad Bots. Ever played Dawn of War? Well this is similar to it. You are a leader of a Squad of Bots. They follow your, fight with you, and can be upgraded via a VGUI menu. The upgrades come in form of better and more specialized weapons, extra bots, and different gadgets. Map Concepts The maps depict big battlefields, like cities at war. The maps arent too detailed, since they have to be big and complex. The maps depict fictional cities, in fictional countries, on a fictional planet. Tt is a fantasy world in the IT age. There are no dragons anymore. They died of pollution. But even that the world is fictional, things still look realistic. Shops and knitting clubs are welcome. Cities look like they have been deserted in a haste. Other maps are...

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With the opening we have some media for you, the Liberator and the Defender: I hope to be updating soon, since ive got grand plans for this mod. Sincerely yours,

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With the Ground Infantry/National Conflict opening we have some media for you, the Liberator and the Defender:

The Liberator Defender

I hope to be updating soon, since ive got grand plans for this mod.
Sincerely yours,
zenarion

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Turtle
Turtle - - 26 comments

That's because they are traced, or at least drawn over a rough of the design. It's called artistic process. Draw a rough, refine the image, then finish it. In this case, after laying out the forms and getting the final design down, he probably did the inking on another paper over the draft. That or he did the inking digitally in photoshop.

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3pidemiC
3pidemiC - - 80 comments

Those look traced...for some reason.

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Thestjester
Thestjester - - 252 comments

Besides the fact that these images are very small, your artist should study human and muscular anatomy. The Defenders arm is way to long, and his hood is too boxy, gives it a plastic effect. Also, both of the characters have short legs...I used to do the same thing when i was younger, which is why human anatomy helps alot, you get used to setting up correct proportions. The liberators head is also a tad bit to small, if the head was "tilted", it should be able start from the middle of the chest and end at the end of the arm. Both of these characters have no sense of weight either, which is because they were drawn way to stiff...relaxe the muscles a bit, more smooth lines and bends help alot. Also...Artistic Process? thats something you do in high school. Do that in college and you'll be laughed at, so id refraim from ever doing that ever again, regardless of even saying that word. Anyway, my approach is just to give helpful advice, not a bad start but definatly could use more work. Sorry to be the anatomy police..lol

keep it up!

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sebastos(BE)
sebastos(BE) - - 284 comments

like Zen is gonna study human and muscular anatomy just to satisfy you so you won't complain about those small details.
when making a model it doesn't harm if the concept doesn't has right proportions
you can always change it in your model
concept art is just to give you an idea how it will look like

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Thestjester
Thestjester - - 252 comments

my comment was not to offend lol. Just to help =)

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sebastos(BE)
sebastos(BE) - - 284 comments

yeah i know ;)
but these are smaller details that aren't that important

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zombieOnion Author
zombieOnion - - 632 comments

thanx for the comments. i will look into human anatomy, mostly my own (im a beefcake! beefcake i say!!!)
and will draw better. but still, these are preliminary sketches. there is a LOT more talented artist making concepts for us.

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