PhaedrusSocrate
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I believe it was mentioned you can also import assets you first created on PC.
Yes, that's what the importing feature is.I believe it was mentioned you can also import assets you first created on PC.
And how is Forza 6 on ability to import into game and its livery editor assets first created on PC?
And how is Forza 6 on ability to import into game and its livery editor assets first created on PC?
Forza has no import options.
It does not. Not in the way GTS has it, at least. The only thing you can import is liveries from older Forza games.Could have sworn it did.
Forza has no import options.
It does not. Not in the way GTS has it, at least. The only thing you can import is liveries from older Forza games.
The best alternative for not having an import feature is to approach it like Forza did, by giving the players enough room to recreate anything they wanted. In turn, that lowered the quality of the actual liveries in some instances.I believe this is why Forza needed those huge numbers of layers, but also that sheer numbers might have a role in their lower quality...
And why GTSport with its ability to import assets crafted in detail on PC, probably has more layers than anyone (realistic) could ever need.
I've said probably because it seems to be very reasonable assumption for the time being.
The best alternative for not having an import feature is to approach it like Forza did, by giving the players enough room to recreate anything they wanted. In turn, that lowered the quality of the actual liveries in some instances.
Depending on the restrictions of the import feature, most wouldn't need the layers. However, I think the restrictions(or lack of them) will make or break this editor.
No, I sucked at it The pixelation in the past was also an issue for me. I liked taking photos and would do a lot of close up shots, so it was just too distracting for the photos.You obviously know your stuff on this subject man. Did you make any Forza liveries?
Depending on the restrictions of the import feature, most wouldn't need the layers. However, I think the restrictions(or lack of them) will make or break this editor.
This is an important thing to remember: we don't know how exactly the import feature works yet. People treating it as a silver bullet to recreate any level of complicated livery may find out that it needs a PC — and at the very least, probably a template of sorts, if they're planning on "wrapping" their car with a single imported image.
I made this way back in FM4:
And it was hugely time-consuming. The drawback of Forza's livery editor is the lack of any import feature, but the other side of that is that people need nothing else but the game to make a livery. I did that with a pen and paper, laid over my TV. The Mill Street logo itself was a few hundred shapes. If there's no way to flatten multiple shapes into one layer in GT Sport — and I don't think any livery editor has done that yet — that logo would be pretty much all I could make without an import feature.
To be honest though, I'm actually less concerned with all of that, and more concerned with the lack of coordinates/measurements. Eyeballing the rotation of two separate layers to ensure they're aligned can be a huge pain — or growing/shrinking them by the same percentage. People will find workarounds to the import feature: look at what happened with the Track Path Editor.
It's a design choice.Why wouldn't it? That would seem to be exactly what's going on. They have 3000 layers and the the quality is a good bit lower than GTS' 300 layer editor, and it shows. So it would seem that Forza would use a lower quality image when racing just to try to keep a detailed editor, but not be too demanding. that's what it has to do with it.
The liveries are stored locally on Forza servers, so you can't have 3000 layers of super detailed and very sharp quality decals and vinyls like you see in the GTS editor. If the amount of layers in an editor has nothing to do with how quality is shown, than what other reason would they have to stop at only 300 layers?
Right, a design choice made up from a compromise to not use unnecessary resources. The fact that adding more to an image makes it a larger file, adding more stress to the servers disagreed with you.It's a design choice.
That's correct, and that's why I keep asking what the restrictions are going to be. That's something no one knows yet.I've just realised that we can take screenshots of the car we want to apply a livery to inside the livery editor from various angles with the SHARE button and use them as reference layers in Photoshop.
Then it would just be a matter of designing and importing the livery as one image for each section of the car and scaling them appropriately.
You'd be able to create a very detailed and precise livery with about 5/6 layers.
Wow, this is really cool! I can tell you put a lot of effort into this! 👍Finally I ended my design at work! Here's the Toyota Team T-copia #25 FT1 vision GT Gr. 3
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"One creative peruvian-partnered N24H racer deserving to be printed in a0-size couche paper"
As we know, Toyota is nowadays the largest car company in the world with over 50 main markets selling cars everyday, one of those markets is Peru, thanks to the local distributer Mitsui, which distributes the brand Komatsu as well. One of Mitsui's main partners is also the largest printing company of Peru with over 13 stores in Peruvian lands, T-copia. T-copia takes care of every Manual, blueprints, designs and jobs Mitsui needs for their Toyota dealerships, and mainly, Komatsu's peruvian factory, located just 10 minutes from T-copia's Callao store, one of their oldest in their 40+ years of working. One idea T-copia had to attract more younger talent for their graphic design/Canon printers operations' jobs would be entering in the videogame world with a little videogame team called "Team T-copia".
It was a risky idea since, firstly, it was a printing company getting a bit out of their confort zone, and secondly, ¿which videogame genre would be the most indicated to promotionize themselfs and their partners in a logical way?. After looking for many choices, car racing was the most ideal since, thanks to Mitsui, Toyota, Komatsu and other partners supported the idea, it was cheap, creative and interesting.
Toyota provided the car for starting the team, the Toyota FT1 vision Gran Turismo Gr.3 was a nice starter since it's curvy design could work easily as a nice canvas, the engine is still the same V10, but with a little twitch, the manager now was Cummins (another T-copia main partner), making it the 1st ever Cummins-racing v10 ever, Toyota and Cummins already have history themselfs as the current-gen Tundra for example has a Cummins-made v8, and Cummins itself has racing history in UK, Australia and the United States. The designing of the car livery was held by former T-copia's Callao store, and current T-copia's Jose Pardo (Miraflores district) store's graphic designer, car fanatic and Gran Turismo fan Johan (@girabyt3) Girau. He could only design the livery on his free time during his 9-hours turn, so it took over 3 weeks to design the livery which he considered a few key factors.
The result ended up, combining Toyota's tear livery and T-copia's days, as an unique torn-paper revealing livery with a pearlescent sky blue base color with a bit of purple glitter, creating a special color-changing gradient making reference to t-copia's three-tone gradient logotipe. Using as well the logo's isotipe, the designer created a colorful decoration for the FT1, expected from a printing company's designer. The torn paper shows T-copia's current logo at the hood and doors, and of the roof, t-copia's computing hardware partner "Manhattan". The outside base some mostly the main sponsors (as Canon, Komatsu Mitsui, Cummins, Repsol and others). And, as one of the key-factors, it was designed to race at the stressful Nurburgring 24h.
- Toyota's iconic scratch/tear livery history
- T-copia's creativeness and "a current day at the office" feeling
- Using T-copia's current logo as a multi-color palette
- Nurburgring 24h's racer
T-copia was impresed by "girabyt3" job, now all the T-copia's stores showcase the car in their special-paper's book (showcasing the 300gr Couche paper in a4 size) although we think an a0 size shows more of the car's creativeness. We wish good luck to the team t-copia, and we expect more unique designs from girabyt3 as well/SPOILER]0
That's it
Well this is how to paint a Bugatti VGT when I come around to having the urge to get one.
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Finally I ended my design at work! Here's the Toyota Team T-copia #25 FT1 vision GT Gr. 3
View attachment 672349
Body and bonnet have separate layers