News and Updates
Two years ago, I started creating mods for TF2. I received all kinds of hate and spam about how horrible my textures were and how I should just leave the site. Thankfully, all of this hate did not affect my normal life but really discouraged my texturing. I almost quit because of all the hate. About a year ago, I joined Raising the Bar as a pretty mediocre texture artist. I barely knew what the "green channel" was on a normal map and how to properly use specular and gloss maps in my textures. On November 15, I called up a wonderful man named AmbientNoise who talked to me about being a part of this team. I was very interested and accepted the offer even though my textures were outrageously bad. As I worked with the team, my skills continued to develop and I learned various programs such as Quixel Suite, Substance Designer, Substance Painter, 3DSMax, and so on. This new tools and the help and encouragement from ModDB have pushed my textures to another level.
For all those interested in texturing, modelling, or any of that, my suggestion is this: Start with learning the basics of your program. Submit your work to Gamebanana as a WiP or other sites and get feedback on how to improve. Look up tutorials on any questions you have. Share your work with other people. And most important of all:
After 2 years of learning and never giving up, I am now making industry grade textures that are being bought off of sites such as Unreal Marketplace and Turbosquid. One of my more recent textures (not released) can be seen here. I just want to thank everyone on the mod team and ModDB for their continued support and encouragement.