I'm sure everyone is well aware of the innumerable assets sold on various 3D marketplaces that bear brand logos, copyrighted product design, and such. How come these people who sell them don't get sued? It's not like it's hard for large companies to just contact the marketplace administration and ask for the sellers contact information and sue them out of their every penny. Has this ever happened before? Why haven't I heard about these things? How come these products are allowed in the first place?
I'm asking because I intend to start selling a Spalding brand basketball model+textures online sometime soon and I'm a bit worried. Not a whole lot since I can provide links to +20 Spalding brand basketballs from various 3D marketplaces in a few minutes and some of those products have been up for months if not years, but I'm still a tad bit worried.
Replies
For example, the people at Spalding might not be aware of such sites. Sure they have (perhaps) some deals with E.A. about branding, but the people there working at Spalding's Marketing department probably don't know much about games beyond anyone contacting them.
As another example, look how easily accessible pirated copies of photoshop are. But Adobe, I think, likes how this keeps them the de-facto image editor. Everyone can get it, everyone can learn it for themselves, and Adobe simply puts a high price on the legal version that companies will buy anyway.
Basically, if you're small enough and you don't make much money or become well known, you'll fly under the radar of these companies.
Whether or not it's morally okay... different matter entirely.
In AAA games, keeping clear of copyright issues has become much more intensive over the years. Often a studio will need to put a substantial amount of work into 'unbranding' various art assets that are made for games, to the point of inventing lots of generic vehicles, weapons, consumer goods etc, to avoid getting sued once the game is released.
Individual artists who make some infringing asset don't have enough money to make it worthwile for the copyright holder to sue them, but the publishers have plenty of money, so they are the usual targets for lawsuits.
Your best bet is to create a similar logo of your own, with similar placement. So don't use the name Spalding, but use a loosely similar font (you probably wont find the official font anyway) with similar placement on the ball. Also never use a recognizable part of an existing logo, e.g. the Nike swoosh or the Pepsi wave, those are copyright as well.
Deviant Art hosted an interesting lecture on copyrights. It's mostly related to fan art, but it has a lot of relevancy here.
[ame="http://www.youtube.com/watch?v=xKBsTUjd910"]Fan Art Law at Comic-Con - YouTube[/ame]
Product placements is already huge in movies.
http://www.turbosquid.com/RestrictedContent
Wow there are quite a few there.
Many businesses can seem really indifferent to breaches and then the next minute you get the full weight of their concerns focussed at you it seems.
This is why you seem to be best doing a GTA1/Transport Tycoon type approach where the people looking know exactly what it is but it's just called something different.
I'm not exactly sure how far it can go though, can the likeness, even if it's very very accurate, be an infringement?
Or does capturing a likeness come under different rules?
I'm sure the people that make a living from being a lookalike of a celebrity, or tribute acts that perform live music avoid these issues because they never explicitly sell themselves as that item?
Not an expert by any means but it does seem that the big businesses seem more concerned in that case by Turbo Squid making money from their material than the artists who provided it, many of whom still have their websites up and running and selling material.
Dave
For example, the game HomeFront had to struggle with the ingame Ad's since not many people, even Hooters, wanted to put in a game where Dystopian settings is the norm.