If I were to use pirated versions of let's say substance painter or marvelous designer in indie games or making animation etc on small scale, how likely is it for the companies to sue me
>>629359No idea about Substance or MD, but The Foundry will have your little ass for dinner.
Depends on your intelligence and how you do it.Since the end product of Painter or MD is something in a different format then lets say an fbx out of a pirated Maya, chances are low for somebody to prove that you used it. On the other hand there is no other Software like MD, so the end result can be recognized. If you are working alone for yourself or as freelancer it might be doable, but using pirated copies in an company with multiple people is risky. Painter is affordable, there is no excuse for not having a legit copy if you use it commercially. MD on the other hand isn't cheap.....
>>629361Thanks for the insight anon
>>629362One tip.Put all the pirated software on an separate computer and NEVER go online with it. There is no way to prove anything when you do that, not even the foundry (or even the fucking NSA) can do anything against an air-gapped setup. This is 101 for sensible data and the same thing the NSA is doing for their top security systems. The only vector of attack is when people know of it and sell you out.
>>629361This.MD in particular is very easy to recognize if you don't do a polish pass, it shows on the shading of the folds. My suggestion is to learn to sculpt cloth decently on ZBrush, Mudbox or 3DCoat, and then do the polish on those programs. You can always claim (and, more importantly, prove in front of a witness) that you can sculpt directly in those.Not that it will ever (probably) get to that point, but if you are paranoid enough, that's what I'd suggest.
>>629359From a more general perspective, it's whether you're making money off it. If you're pulling in serious cash and your tools are found out to be pirated, you'd be in pretty deep shit. But if you're just fooling around, chances are you'll just slip through the radar.Here's a little strategy I've been thinking of:You start off with your pirated software and start making cash with it. Just a few bucks here and there from indie sales/commissions. Given how saturated the market is, you wouldn't be hauling that big cash that makes companies interested in you yet.When you've made enough, you go and buy a legitimate license. It'll cripple profits for a while, but if you ever need to supply proof that you have a legit copy, you would have one, and there would be no real way to tell that you started off with pirated stuff anyway.If any anons would like to point out any problems with the strat, go ahead. I am a little worried my thinking is a bit too naive.
>>629359Dunno. But I wanted to upload a Marmoset viewer file to my ArtStation the other day and figured it was too much of risk to put publish something with a pirated copy of Toolbag, so figured it was about time I bought a legit copy. So there's that.
>>629359If you're making stuff that you intend to sell, then you should buy your software. If you can't afford the tools to make whatever it is you want to sell, you're not ready to be making a shipping product. Simple as that. And yes, I'm serious.If you reckon you've got the experience (so for example - you've already released some little free things, you've got some good industry feedback and / or you or someone on your team has worked on at least one product that has shipped and sold units) and you've properly planned out your product, (so by now you've costed it, you've got turnaround times, you've already had meetings with publishers and shown them demos etc and they've expressed interest....)How the fuck have you done all that with no money? What happened to the business loan that you presumably applied for and received in order to do all that?Oh right... you've not done *any* of that shit, have you?Guess what - you are not making an 'indie game', not just on a 'small scale' not on *any* scale. You are fucking around in your bedroom on a PC that your parents bought you.
>>629385FFS. You people have no fucking idea how any of this shit works. Having a viable business with a turnover and overheads and a product roadmap is not something that creeps up on you. It is something you work at and plan for and struggle with for months and years, and you secure loans and funding and grants.....What you are talking about it 'having a job.' 'Having a job' is not 'running a business'. 'Having a job' is not 'developing a shipping product'. They are very, very different things. So, OP - no, do what you want. The mere fact you're asking this means that literally no-one on Earth gives a fuck about any aspect of your existence, much less do they have any interest in coming after you for money.
>>629360>The Foundry>>629368What is "the foundry" ? First time hearing about it
>>629389really? The company who owns and makes Modo, Mari, Nuke and Katana.
>2018>not exclusively pipeline devinglmao
>>629387yes goyim...you need to take out a massive loan in order to get noticed in the 3D industry...also why not try my new 3DS Max subscription plan, its only $300 a month and suited to lone designers like you.
>>629388>What you are talking about it 'having a job.'Or being a freelancer, which renders a good deal of your points moot.
>>629359While we're on the topic: Where the hell can I get Marvelous Designer?Piratebay only has Marvelous Designer 3, and it's so old it's impossible to follow tutorials with it.Any help much appreciated
>>629495If you get your software from Piratebay then you're beyond help. Have fun with your trojans and bot-nets.
Use the pirated programs until your product is finished, then buy the programs when the product is done and you're ready to sell. If companies find out you make a lot of cash but you're jewish enough to not spend 650 bucks you're fucked. If you release for free no one will give a shit though.
Not really a FX or 3d guy, but the thread caught my eye because of the tits in the OP.The way I see it, companies don't really care if you're just starting or a student etc. Usually for software companies every user that gets accustomed to their software is a plus and an increase in subsequent sales. The "pirate" user will at some point, get hired and will request the program from the employer because "it just works better" or "it's just better" than the alternatives he's not accustomed to. Just imagine the enormous amounts of stolen product keys for Photoshop from multinational corporations by employees. Adobe has the same benefits since the company will still use the software and get free advertising.But, when the pirate starts making money on his own, not just a portfolio thing, I'm talking actual commercial projects, it "suddenly" becomes a subject of licensing, because you're making revenue they're not part of.This is why they formalize this phenomenon into "student editions" or community versions etc. It's pretty common and more or less an open trade secret. Pic very related.
I think your going to get caught and sued. Piracy's in tutorials and the knowledge you get from practicing in these programs is more valuable than the actual programs.Modo 60/month OR 600 yearSubstance design 20/month or 150Substance paint 20/month or 150Zbrush core 149.95 This isn't expensive. If you put out renderings or animations you might avoid getting caught for a while, but foundry programs phone home so they could find you if your not on an offline machine. However, if your putting out game assets, ESPECIALLY ON STEAM, they will look at your shit and immediately know you didn't do it on blender. Remember the contractor who put blackops guns in an indie game and got the whole project shut down? https://www.polygon.com/2016/6/27/12047914/activision-dmca-orion-pulled-from-steam-call-of-duty-trek-industries I bet big publishers scrub steam assets like youtube to check for this shit. A software company could easily do this to. Look at what happened when these guys fucked with epic, Epic counter fucked them and found out they were stealing and releasing shit for years: https://en.wikipedia.org/wiki/Epic_Games#Litigation Tl;dr: go legit
>>629964While I do agree with you, the proof you used to support your point just isn't relevant. The COD BO issue you referenced is a matter of asset theft. You could do that simply with access to the game files and Blender to just bash ripped models together. It's completely different from let's say sculpting something in a pirated ZBrush and using a pirated MD to dress it. The Epic Games back-and-forth isn't even related to the issue at hand at all. That one's more of tearing apart a legitimately-owned copy of an app to make your own version rather than making simple assets with pirated software. I guess your point is that companies can and will sue you, but the examples you used to back that up are completely unrelated to what OP was asking.
>>629964So you think that game got busted, because they were using pirated software?
>>629964>they will look at your shit and immediately know you didn't do it on blenderhow exactly? neither of your examples are relevant to this at all. how do you tell whether a cube was originally made in maya or blender if all you have is an exported obj?
>>629844>The "pirate" user will at some point, get hired and will request the program from the employer because "it just works better" or "it's just better" than the alternatives he's not accustomed to.you are actually fucking retarded if you believe this. what say do you have as a employee to tell a company to throw away it's current software it's already spent money licensing to get a new one, just because you said so? this is the stupidest response i've ever fucking seen. if you are a professional you are adaptable. what a stupid fucking argument to justify piracy. i've read some retardation in my time but this absolutely takes the cake. imagine walking into a mcdonalds and telling them to start using a certain fryer because you are used to it. they will tell you kill yourself, and frankly if that scenario were to eventuate, you should listen to them.
>>629386My classmates have been publishing shit from pirated marmo for more than 3 years now, and they got nothing, no legal shit. Don't worry about it. The floundry though, is something else.
>>629976It's not a justification from a pirate standpoint. It's the developer/publisher perspective when justifying not going against broke students in court.>mcdonalds analogyback to /v/
>>629976Go take a walk or something
>>629387He wants to sell a shitty game for some cash on the side not go on Dragon's Den.
>>629976I wish you'd kill yourself, you dumb child. Once something becomes "industry standard" it stays the "standard" entirely due to market pressure, and nothing to do with quality of the product.
>>629359Well, last i checked you have to pay the price of 2000 licenses if you´re caught, so think very hard about it. Bill Gates made a fortune not by selling windows 3.1, but by actually suing companies that pirated it back in 95.
>>630238>Well, last i checked you have to pay the price of 2000 licenses if you´re caughtSource? That doesn't seem at all reasonable. Where are they based, on a third world country?
>company I work for got 3ds max licenses>I work on pirated maya insteadNothing personell autodesk...
>>629387pull your head out of your ass. it takes self discipline and a little motivation to make something, not wads of cash. You can work on a game in your spare time without all of the official red tape and industry paved bs that your suggesting.
>>629388This reads as, i'm a stressed out asshat who's products aren't shipping very well and this thread is hitting home because i've just come to grips with how hard the industry is.
>>630241>Where are they based, on a third world country?Brazil.A university here is being sold in an legal auction to pay Microsoft millions for pirated copies of windows.The building is worth a lot, but so far nobody got interested.
Wow, she's perfect :(>tfw no ideal gf