Gran Turismo 7 Livery Editor - General Discussion Thread

I have been wanting to do a Haribo Porsche for a while now, but honestly the Goldenbaren theme has been done to death. I found some decals for Tropifrutti and decided that may work. Not at all the look or colors I set out to use, but decided to mimic the packaging for the color way.
 
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Not sure how one post became 2, sorry for the double!
 
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And here are some more again. This time I started to use the colors of the main logo more, think these last ones might be the best so far.

GoPro NSX

Matchbox NSX


Pepsi NSX


Monster NSX

Dunkin'Donuts NSX


Simoniz NSX
Could you make a link to your gallery in your signature? There's more than a few I would like to use
 

Being able to group, copy, paste...

... Sorry, just joking on that one. But if you're making decals to wrap around a car, getting the car model in the livery editor up, on the same screen as the application you're drawing decals in, it saves so much time...*

* and also means I've no use for Twitter anymore.
 
Being able to group, copy, paste...

... Sorry, just joking on that one. But if you're making decals to wrap around a car, getting the car model in the livery editor up, on the same screen as the application you're drawing decals in, it saves so much time...*

* and also means I've no use for Twitter anymore.
Oh wow that sounds useful! Does it work on PS4??
 
After a bunch of NSX I've moved over to another car and livery layout. Here are some of the first ones I created for the GT-R GT500.
Will make a couple more again before moving to another car probably.

Fuchs GT-R GT500

Borla GT-R GT500

GoPro GT-R GT500

BP GT-R GT500

Lucky Strike GT-R GT500
 
Being able to group, copy, paste...

... Sorry, just joking on that one. But if you're making decals to wrap around a car, getting the car model in the livery editor up, on the same screen as the application you're drawing decals in, it saves so much time...*

* and also means I've no use for Twitter anymore.

Yes this is a popular technique for Forza for example. They use a software called Glass2k where you can overlay different screens.
I never tried it but makes a lot sense to improve the quality of replicas, great tip.

The complete tutorial is written here:
 
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I don't know if this has been mentioned, but has anyone noticed that sometimes when you paint a car, and then use the same color as a decal for masking, it doesn't always match? I had it happen a while ago with the plain black color, then again yesterday with a custom green. The decal shows up just a bit lighter than the paint.
Is it just a weird mistake in the game? Can it be corrected?
 
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I don't know if this has been mentioned, but has anyone noticed that sometimes when you paint a car, and then use the same color as a decal for masking, it doesn't always match? I had it happen a while ago with the plain black color, then again yesterday with a custom green. The decal shows up just a bit lighter than the paint.
Is it just a weird mistake in the game? Can it be corrected?
When it happens to me I put a decal in the colour as the base on the car, set the angle and depth to max. Below all the other decals. Then it's "fixed".
 
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I don't know if this has been mentioned, but has anyone noticed that sometimes when you paint a car, and then use the same color as a decal for masking, it doesn't always match? I had it happen a while ago with the plain black color, then again yesterday with a custom green. The decal shows up just a bit lighter than the paint.
Is it just a weird mistake in the game? Can it be corrected?
It's been a problem since GTSport that seems most noticeable with black.

What you need to remember, is that with decals you're pretty much just dealing with colours with RGB/HSB values. The 3D models in the game will have 'materials' assigned to them, these materials utilise a much "deeper" set of values. To give you an idea, Blender's basic material settings are as follows:

1667577785016.png
1667577667431.png



When you paint the car using the colour palette, it's probably just changing the 'diffuse' colour value (Red in the image above), but not touching the other settings (special paints no doubt have a predefined set of numbers for these deeper values).

Even if you're applying a decal that has the same colour value as the diffuse, if any of the other settings are different, it will change the way the colour looks. In these images below nothing was changed with the mesh, colour, lighting or camera... they are all 'painted' the identical colour (excuse the crappy lighting on them!), but some of the deeper settings were tweaked.

1667577906821.png
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'plain' > 'increased hardness on the specular value' > 'subsurface scattering enabled'

Now, if you're still following me, I believe that the decals are placed on a mesh that actually sits over the car like a clear shell. This clear shell has its own set of deeper settings (with presets for gloss, matte, powder etc.) If these deeper settings are not identical to those of the car's base mesh, it will appear different even if the relevant colour value is identical.

To expand on this, my theory as to the reason why we're not able to use the special paints as decals, or have a mix of matte and glossy decals, is because you'd need a separate livery mesh (clear shell), for each type of paint or finish. Given each mesh is hundreds of thousands of poly's, giving every car 8 or 9 more meshes could dramatically drain resources.

My theory continues that the mesh the livery sits on (remember there'll be one for each separate area of the car) has a texture map associated with it, and that's where the decals are actually placed, and these will be of a standard resolution. Pre-existing liveries that PD put on the car can be optimised to minimise the texture map file size, and can therefore be much higher resolution, and that's why their small decals look so much sharper than what we can apply.


...


But that's just like, my opinion, man.
 
Finally, touched up five of my AI CTR TCs and a DC2. Just been racing them and didn’t want to spend time making them super accurat. Changed the tobacco sponsorship on the Verno Integra to a more wholesome sponsor.

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20830047549561362.jpg
 
Finally, touched up five of my AI CTR TCs and a DC2. Just been racing them and didn’t want to spend time making them super accurat. Changed the tobacco sponsorship on the Verno Integra to a more wholesome sponsor.

View attachment 1205970View attachment 1205971
I've been making some of these same liveries, like the STP EK Civic and the KOOL Integra. I've made the BP Trampio and the InterTEC ones on the FK2 and the PIAA on the FK8. 🤘😎🤘
 
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I've been making some of these same liveries, like the STP EK Civic and the KOOL Integra. I've made the BP Trampio and the InterTEC ones on the FK2 and the PIAA on the FK8. 🤘😎🤘
They just have to be done. Looking at doing similar with BTCC liveries on the newer 2010+ turbo hatchbacks, but as budget racers.
 
It's been a problem since GTSport that seems most noticeable with black.

What you need to remember, is that with decals you're pretty much just dealing with colours with RGB/HSB values. The 3D models in the game will have 'materials' assigned to them, these materials utilise a much "deeper" set of values. To give you an idea, Blender's basic material settings are as follows:

View attachment 1205824 View attachment 1205820


When you paint the car using the colour palette, it's probably just changing the 'diffuse' colour value (Red in the image above), but not touching the other settings (special paints no doubt have a predefined set of numbers for these deeper values).

Even if you're applying a decal that has the same colour value as the diffuse, if any of the other settings are different, it will change the way the colour looks. In these images below nothing was changed with the mesh, colour, lighting or camera... they are all 'painted' the identical colour (excuse the crappy lighting on them!), but some of the deeper settings were tweaked.

View attachment 1205825 View attachment 1205826 View attachment 1205827
'plain' > 'increased hardness on the specular value' > 'subsurface scattering enabled'

Now, if you're still following me, I believe that the decals are placed on a mesh that actually sits over the car like a clear shell. This clear shell has its own set of deeper settings (with presets for gloss, matte, powder etc.) If these deeper settings are not identical to those of the car's base mesh, it will appear different even if the relevant colour value is identical.

To expand on this, my theory as to the reason why we're not able to use the special paints as decals, or have a mix of matte and glossy decals, is because you'd need a separate livery mesh (clear shell), for each type of paint or finish. Given each mesh is hundreds of thousands of poly's, giving every car 8 or 9 more meshes could dramatically drain resources.

My theory continues that the mesh the livery sits on (remember there'll be one for each separate area of the car) has a texture map associated with it, and that's where the decals are actually placed, and these will be of a standard resolution. Pre-existing liveries that PD put on the car can be optimised to minimise the texture map file size, and can therefore be much higher resolution, and that's why their small decals look so much sharper than what we can apply.


...


But that's just like, my opinion, man.
I think you've got it spot on there dude. 👌
 
I think you've got it spot on there dude. 👌
The only other thing I'd mention, is that sometimes I think peoples design applications are set up for print, and when they select black, they're not getting RGB 0,0,0 or SVG 'Black', they're getting CMYK true black, which in RGB terms is very dark grey (35,31,32). Some of my early mask decals and straight black decals suffer from this.
 
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