Where are you getting all that venom, Voodoo? Jeez, man, relax. Anyway, I'll respond to each of your points.
From: Voodoo Schnyder
Chosen Few I'm not very sure what are you trying to get at?
I thought I'd made my points clear enough, but I'll humor you and restate them:
1. To scold someone for bringing up a topic, just because it happens to have been discussed before, is wrong.
2. Just because someone might have experience creating content for any one platform does not mean he or she will automatically be skilled at creating anything for any other. Each one has its unique quirks.
If you need proof of number 2, take a look at all the posts on this forum from experienced 3D artists who have fallen flat on their faces when first confronted with SL. It happens all the time. Heck, I know plenty of professional game artists and Hollywood CGI artists who avoid SL like the plague because it was "too hard" when they tried it. Those guys can't imagine how I have the patience for it.
From: Voodoo Schnyder
Have you ever done any concept art at all?
Is that supposed to be a joke? Sorry, but I'm having trouble not laughing at the question. I realize you don't know me from a hole in the wall, so it's probably not a joke, but seriously, if you could see the room I'm sitting in right now, you'd laugh at the question, too. Believe whatever you want, though, if it makes you feel better.
From: Voodoo Schnyder
and I mean CONCEPT-ART, game art content, texturing, DIGITAL PAINTING (Yes, Im writting with capital letters and I realize this, just some people don't get it.),
Allow me some caps of my own. OF COURSE, I create concept art for my clients every day, as anyone who has any experience in this field would readily expect. Here's how it typically goes, for me, and for just about anyone who works in this industry:
1. Artist and Client meet to discuss client's wants and needs. Artist takes notes, and makes some quick sketches.
2. Artist draws up proposal, which includes full descriptions of what will Artist will be creating for client. Proposal will usually include some concept art, but won't always, depending on the project.
3. Once client has accepted the proposal, a contract is drawn up. Artist and Client both sign it. Work begins in earnest.
4. Artist now creates full gamut of concept art (drawings, rudimentary models, etc., whatever is needed) for client to approve or disapprove. Disapproved concepts are tweaked or re-imagined until Client approves, or until Artist says, "That's not what we discussed," and then the contract is reassessed.
5. Once concepts are approved, Artist creates actual assets.
That's the standard creation pipeline. Occasionally, there are times when step 4 isn't necessary. It does happen every so often that a client will give me a stack of pre-existing concept art, and they'll say, "Here's what we already know what we want. Now make it in 3D for us." But usually, I'm doing the concepts as well as the assets.
Now, I have no idea what any of this has to do with the topic at hand. We weren't talking about concept art. We were talking about actual in-world assets. What is it you're trying to say about how the concept art that precedes a skin or article of clothing, assuming the artist has even created any concept art in the first place for the given item, relates to the actual creation of the item itself? Concept art is just reference material, nothing more. What exactly is the point you're trying to make?
From: Voodoo Schnyder
it's all made by using the same program,
Well, there are lots of programs. But even if it were just one, what would it matter? It's not what you're making it with but what you're making it for that makes the biggest difference. The Mona Lisa and the yellow line down the middle of the street were both created with a paint brush. That hardly means a street painter could create the Mona Lisa.
From: Voodoo Schnyder
I'm sorry I could care less what you've done to Playstation2, or XBOX, because whatever you did, wasn't concept art nor anything relevant enough for you to even mention it (no offense, just plain truth) and that's for sure.
First, I'm glad you're finally acknowledging that experience outside SL isn't necessarily relevant to creating content specifically FOR SL. That was my point, exactly. Thank you for recognizing that.
Second, what on earth would make you assume that any client, let alone one as particular as Sony, would ever allow me to just make any old thing without first showing them a concept? That's ridiculous. Again, OF COURSE, I created concept art for those projects, before the actual asset work began. It couldn't have been otherwise.
Is your definition of "concept art" perhaps different from the standard meaning of the phrase?
From: Voodoo Schnyder
It's a matter of importing a file to SL and apply it to a clothing layer, there's your formula.
OK, the formula for playing the violin is you press the strings to the fingerboard with your left hand as you draw the bow across them with your right. Got it? Now, play Flight of the Bumblebee. You've got the formula. It should be no problem. Just do it.
Or how about this? The formula for hitting a home run is you swing the bat and hit the ball far enough that the other team can't return it in time to tag you out. OK, now go up against a major league pitcher, and knock it out of the park. All you need is the formula.
Come on, man. Don't be daft. Getting good at ANYTHING takes practice. Texturing the SL avatar is no different. Just because someone can paint in Photoshop doesn't mean they can automatically make good seamless skins or clothing.
From: Voodoo Schnyder
Either Corel Painter or Photoshop CS, painting is all done the same way.
Well, there are differences. But yes, it's very similar. However, that's got nothing to do with anything I was saying. Don't confuse the issue. I wasn't talking about tools, but platforms. Again, it's not what you're making the art WITH that makes the biggest difference. It's what you're making it FOR.
When I create a texture for the SL avatar, I rely on the specific experience I've gained over the years with that particular animated model. I emphasize its strengths and do what I can to minimize its weaknesses. Ask any skinner or clothier in SL, and they'll tell you the same thing. It's a specific awareness that can only come with experience and practice, and which has very little to do with talent or pre-existing skill.
From: Voodoo Schnyder
Report whoever you like and move on with your life, what's the point of spreading drama all over the Internet other than you have nothing better to do?
Well, I usually don't go broadcasting every last story. I would assume the OP chose to share this particular tale simply because it was interesting. And I agree, it WAS. Seemingly, some others agreed as well.
The only one who brought any "drama" to the thread was you. I'm sorry for you if you can't see that.
From: Voodoo Schnyder
I actually do make a living out of concept art and game content,
Good for you, assuming it's true. Based on what you've said here, I'd be disingenuous if I didn't admit that I find it a little hard to believe, but I'll give you the benefit of the doubt.
Tell me, were you making seamless skins in SL on day one, just because you had prior experience? If you did, you'd be the first in the history of SL not to have had any trouble with it. I'm sure the other uber savant Brainiacs from planet Smartron Five are proud of you for announcing your race's existence to the world in this thread. But for the rest of us mere Earthlings, it's a skill that takes practice to develop, regardless of outside experience.
From: Voodoo Schnyder
what about you dear Chosen?
I think I've well enough explained what I do for a living. Do I really need to go over it again? How about I just quote my own letterhead for you?
"3D Modeling - Texturing - Graphic Design - Illustration - Audio Production - Motion Graphics"
I offer a full range of digital art services. My clientele ranges from TV & movie studios, to game companies, to corporations, to small business, to individuals. My business philosophy is simple. If you've got a project I find interesting enough to want to work on, and if you can afford my rates, I'm yours.
Yesterday, I spent my day working on some example assets that an online university had asked me to make, for use in teaching poly modeling and UV'ing techniques. Then in the evening, I packed up some audio recording gear, and headed over to a local dinner theater restaurant, where the owner had hired me to record some disembodied dialogue for a nightmare sequence in a play that will be opening soon. I'm off today and tomorrow, but Friday I'll be editing that audio, and also drawing up a proposal for a new client who wants me to make a line of sculpted armor for him to sell in SL. Shall I go on? Would you like to know what I've got planned for next week? Come on.
From: Voodoo Schnyder
Do you do anything other than writting ridicolusly long posts on SL forums that no one will read?
Ooh, how can I insult Chosen Few? I know, I'll call him long winded. I'm sure he's never heard that before. While I'm at it, I'll make fun of the sky for being blue, and I'll call the grass green. When I'm done, I'm gonna go over to a retirement home and call the people old. I might even call the pavement black, just to rub it in.
Thank you, Captain Obvious. Yes, I tend to write prolifically. I won't apologize for it. If you don't like my posts don't read them. No one's forcing you. You'll miss out on some good information, but that's your choice.
A lot of people do seem to read what I write, no matter how long it is. OK, so I might not relate too well to the text-message-centric-crowd, who appear to believe that everything should be as misspelled as possible, no sentence should ever be complete, there's no such thing as grammar, and God forbid anyone ever dare to formulate a whole paragraph. I don't think I'm missing much. I prefer to talk to people who actually have an attention span. If that's not you, fine. Do whatever makes you happy.
From: Voodoo Schnyder
Dead horse as in this is going on since SL started,
Can't you just admit you picked a bad metaphor, and be done with it? If it's ongoing, it's not a dead horse, period.
Want me to help? How about, "You're preaching to the choir. We all know about this already, and we all agree it's bad." That works a bit better. It's still rude, dismissive, and unfair, but at least it makes sense.
From: Voodoo Schnyder
give me a break, everyone knows there are people getting skins out of Sims2, Anima, Shaiya, Blizzard Inc, whatever else.
And that means we should be barred from discussing it?
From: Voodoo Schnyder
If you really, and I mean, really want to help them out that much, report them and move on.
That's exactly what I do, as I stated. Your point is?
From: Voodoo Schnyder
Moral of story, before you even type about anything, think of what you know about the whole subject, or you end up looking like someone who doesn't know jack sh*t and is just pretending they do. That's you, buddy.
Were you looking in the mirror when you wrote this paragraph?
From: Voodoo Schnyder
P.S. The statements 'dead horse' and 'everyone and their mothers know about this', was a way of trying to get a point go through and give it a emphasis. So I tried to write a little more clear and without all those, some people can't seem to understand their true meanings.
If you want people to understand "their true meanings", use them in a context that works. Don't redefine them at your own whim.
From: Voodoo Schnyder
Good day to you!
So polite.