Ok well I'm as newbie as it gets in the professional 3D department as all the 'pro' graphic art I've ever done in the past was logos and websites, where watermarking by adding a simple layer may or may not have been looked down upon depending on the situation/client.
For the past year or so I've immersed myself in doing texture work and practicing digital painting in the hopes of getting enough experience while in school to pursue texture art professionally.
Some places where I practice is in IMVU and SecondLife that encouraged watermarking everywhere (all over the image) to avoid theft within said community. On the other side of this coin is you have a lot of texture theft going on (as well as display/profile picture art) by people who use an extractor to hack into the client and just pick out and resell whatever texture they want.
The problem with filing DMCA's is that there have been incidents where many thieves just file a false counter DMCA and IMVU for example says go and get a cease and desist letter without even bothering to accept layerable PSDs as proof. IMVU up until now does not do any actions for permanent bans. You are more likely to get disabled for 2 weeks for having a profile picture showing boob tape than you are having multiple DMCAs filed against you. In Second Life they get MAC address bans but it doesn't change that it's a long tedious process when a false counter DMCA is filed.
As I was browsing through here today I see a lot of work - some without even a single corner watermark, so I had a few questions in order to gain a better understanding of best practices:
#1 Do you always watermark your images visibly and how obviously, and if not, why not?
#2 Do you care or have you given up on thieves coming in here and snatching a few things especially the seamless textures?
#3 Have you guys ever tried the digital encryption in your personal work and is it something practical, per your experience, to use for metaverses such as IMVU and Second Life Sims etc.?
Here is an example of the extractor, which is pretty much making me reconsider texture artist as a career path:
http://youtu.be/wgZloxoOwWQhttp://youtu.be/jzeDx77IFaQ
Replies
Watermarking your work if you are looking for work isn't a great idea, nobody does it, it just makes you look like you aren't savvy to how the games industry rolls at the moment.
Interesting to know a little about the tech though, thanks for posting the vid.
If I found someone had some of my art on thier site or something, I would send them an email, but thats about it.
Watermarks just serve to annoy the people viewing your work, and the last thing you want to do is put someone off who may potentially give you work because you've got a cheesy watermark on all of your images.
Instead simply add your website URL to the bottom of your images, so interested parties can easily save your work and refer back to your later. Plus an email address if you like.
Now, as far as IMVU and Secondlife is considered, I honestly wouldn't look at these at long term career paths. Want to make money as a texture artist? Get a job in a game studio. =D
IMVU's main goal is to sell as much shit as possible, they really don't care who made it, being diligent about taking down content just hurts their bottom line.
Also name your images properly on your website, if I download a cool picture from your site, and its called udklevel2.png, I'll have a hard time figuring out where I found it from.
a quote on the topic i've always liked:
"Watermarks prove you care enough about your work to ruin it on your own oddly impotent terms."
One more question, would gaming studios even consider the work on IMVU or SL even noteworthy?
Seriously doubt anyone would care.
Quality of work comes first. Then an added bonus if it's an actual shipped title.
Something being for a mod or one of those sites is pretty much the same as just personal work.
And yeah, I also think that watermarking your work makes no sense. Can even hurt you, as it feels a bit presumptuous.
The best way is to have a small black bar no more than 10px tall at the bottom of your image with the url or your name on it, in an 8px pixel font in light grey. No fucker is going to mind that and it won't destroy any - if any - impact from the artwork.
Don't worry about people stealin' shiz. It won't get them anywhere. Don't watermark because it just looks cheesy. I only see it on professional photography, not on game art.
http://www.garykessler.net/library/steganography.html
to hide a second message within the actual image itself.
I sometimes will put my name in the corner of a texture I've made but I doubt that would seriously stop someone from copying it.
So on one hand, yes, water mark your work if it's being used in those mediums to at least minimise the amount of thievery and republishing. On the other, one can always present 'clean' artwork in portfolios.. there's nothing really stopping an artist from doing either/or/both as circumstance dictate.
I would say one thing here though, the industry is 'blind' to the work some people do in social media, and that's to their (the industries) detriment, particularly where texture artists are concerned
Exactly how I feel.
Actually, I do make a small humble part time income from IMVU so when my boyfriend and my textures are extracted and resold.. by thieves who now run a credit<->USD exchange reseller, financially they make multiples of what we make... in USD
..but I digress, when false counter DMCA's are filed and IMVU doesn't care to look at facts like layerable PSDs, that's where I am at now with frustration and hence this post.
There is zero way around this if your adversaries are tech savvy enough.
Best initial suggestion is to not display your full textures for those communities in any form. Just show screenshots of them on the model.
Even watermarking isn't foolproof. A savvy photoshop user can de-watermark it enough to make a derivitave unless your marking is SO obtuse that it renders your original texture unusable anyway.
Plus there are programs out there to directly rip gpu memory for models and or textures.
You're dealing with a poorly run and vetted business model, and your solutions may be on the order of "steal better"; deal with the rats; or just find a new forum for your talents.
If you are actually getting some cash out of it then keep at it and keep on filing your copyright claims.
Stealing textures is one thing, but the fact that they're stealing your boyfriend too is really sad
Doubt it, as the base model has some of the worst UV maps ever and the market is driven by impulse materialism and the uncanny valley. It'd probably hurt your portfolio more than benefit it. It'd be like having a modified Hatsune Miku MMD model in your portfolio as your own work.
I'd say scrap all this 3D social crap and focus as a contributing artist for game mods or standalone games instead, that way you're not involved in some shady materialism filled market to get ripped off of. Criminals WILL be persistent and create alts after suspension though, there was this one Lineage 2 ripoffing guy on IMVU that was discussed on Polycount years ago. It's going to be a never-ending cycle with that. Not to mention there's mods that rip off other mods that are often noticed and fingerwaved immediately by the public (Assuming if they know better).
I wish some sites cared about things like this. Copyright lenience to the backseat is quite embarrassing from a corporate standpoint. Ignorance is bliss?