I may have missed it, but has their been any measuring system shown relating to the livery editor? A set of coordinates?
Without them, it will be a relative nightmare to use efficiently.
Yes please. I'd love a few templates! (Nissan. Anything you can cough up is much apreciated!)I have a DVD from impact graphics solutions ltd that has every vehicle from all the major manufacturers, in .ai format and at 1.20 scale. All have both sides, rear, front-on and top in 2D. They're used to make graphics accurately to be routed in vinyls or printed and fit as they should, exactly to the real life vehicles. Would it be of any use to anyone if i could post up links to said .ai files if requested ? Some kind of drop box or something ? I assume maybe people would be able to test out things in adobe illustrator first at a 1.20 scale to see how it should look on the in-game car, using the in-game editors livery packs ? I don't know if i'm just confusing the issue ?
I don't know if this would be of much use at all, seeing as the vast majority of the cars will have racing kit bodies, but i was wondering for cars that are the usual road going type...One of the many things i do as a job, is set up decals and graphics for fitting to vehicles ( mainly fleets of vans etc ) and I have a DVD from impact graphics solutions ltd that has every vehicle from all the major manufacturers, in .ai format and at 1.20 scale. All have both sides, rear, front-on and top in 2D. They're used to make graphics accurately to be routed in vinyls or printed and fit as they should, exactly to the real life vehicles. Would it be of any use to anyone if i could post up links to said .ai files if requested ? Some kind of drop box or something ? I assume maybe people would be able to test out things in adobe illustrator first at a 1.20 scale to see how it should look on the in-game car, using the in-game editors livery packs ? I don't know if i'm just confusing the issue ?
That garish livery i uploaded somewhere else here was made in that way, though using a mixture of illustrator and Google Sketchup, that time
IU dunno, it may be of no use whatsoever, but if someone needs a car shape to work with, feel free to ask. The office at work, has the latest 2016 DVD i believe, whereas mine here at home is only up until 2014, so i might not be able to get one to you right away as it'd have to wait until i'm back in the office during the week.
You might say, just drop box the entire DVD, but the problem with that is the vehicle files are not named vehicles, they're all just numbers that you refer to in the accompanying manual and there's no way i have the time to sit and scan in all of that too
even if only just to plan out potential liveries. I understand that it's most unlikely we'll be able to import our own designs, to make super complicated and garish ones like mine above, but maybe if we can get approximations of the shapes that come with the game, we could plan out something onto a blank template, like below:
What d;you guys think...is there any potential with this, or just no use at all, when it comes to translating what is done on a PC to what can be done in-game ?
Regarding the decal 'sets' that are a limited selection of decals for any certain car; it could be hinting at the idea of restricting decals to certain championships, not cars. For example, the Audi's VLN livery could have only been created from the pool of decals exclusive to the VLN, for example the Bilstein logo, Zurich number insignia, etc. With road cars, it's likely to be more relaxed. Of course, I could be wrong.
we could plan out something onto a blank template, like below:
What d;you guys think...is there any potential with this, or just no use at all, when it comes to translating what is done on a PC to what can be done in-game ?
Templates have to be like this tho! (like a unwrap uvw file), In that way, it can be much easier to work due that poligons are extended for a much easier position, and when it gets added, the stickers adapt themselfs to the car shape rather than skewing and rotating it up too muchYes please. I'd love a few templates! (Nissan. Anything you can cough up is much apreciated!)
Templates have to be like this tho! (like a unwrap uvw file), In that way, it can be much easier to work due that poligons are extended for a much easier position, and when it gets added, the stickers adapt themselfs to the car shape rather than skewing and rotating it up too much
That's a poor example, surely? Think of flat-mapping a decal on the upper-rear quarter, for example, in 3D it's going to stretch horribly across the horizontal surface. I think I'd prefer it to be like Forza where, for the most part at least, the mapping is in 3D rather than 2D.
Templates have to be like this tho! (like a unwrap uvw file), In that way, it can be much easier to work due that poligons are extended for a much easier position, and when it gets added, the stickers adapt themselfs to the car shape rather than skewing and rotating it up too much
If you mean Forza, they are not, other than the carmaker logos. Everything else from tires to oils to whatever are universal. I wouldn't worry about it.I think it's possible that you're right, I still think it's most likely that the decal limitations will be manufacturer-specific as in that-other-game.
If PD at least gives us the ability to import TrueType fonts, then I'll be pleased.
If PD at least gives us the ability to import TrueType fonts, then I'll be pleased.
Considering Impact has a shop for these, no, that wouldn't be acceptable at all.
Also, no offence to @Sploshington (great design 👍 ) but looking at how badly that livery lines up, is another reason I'd choose 3D model over template.
To be honest, I have no knowledge of making a good template design, so I really shouldn't criticise. I just picked up on a few flaws I could see. 👍Totally cool and absolutely no offence taken. Constructive criticism is always welcomed by me 👍 The more people, with a better knowledge of how these things work then myself, tell me where i'm going wrong ( in a constructive way ) the more i learn. So it's totally cool. To be honest, i probably didn't think it through enough and that's why you see the faults that you do.
Here's confirmation that you can create your own stickers: (around 5:00 min)
But this is Kaz speaking so we shouldn't trust this completely until there's actual footage of it in the final game.
I remember back in Forza Horizon I made the Romero Britto Audi A4. Took ages but it was lots of fun. I guess I wouldn't be able to recreate it in Photoshop, (I use Photoshop daily but not exactly in this sense) so I hope for a livery editor à la Forza mixed with NFS.Are any of you guys/gals well versed in designing liveries ? I won't ask for tuition at all, as I'm not going to assume that i could take up your free time with no return, that'd be foolish of me.
But do you know of any links that might have a lot of references on what to/not to do when thinking out a livery ? Or is it all totally subjective in your mind ?
Only because, if it DOES indeed turn out that we can draw up all of our own stuff, i presume in Photoshop etc ( i use Adobe products for work, so don't need links for those kinds of tutorials, more looking at things from a design point of view, rather than tools for the job ) I am completely beside myself with excitement
Yeah, there's no standard style - although there are several classics, of course - you don't need to conform to anything, be creative and have fun!
One thing I will say is that liveries were originally intended to make your team's car immediately distinguishable from others. Whilst that was primarily for the benefit of those on the pit wall, it helps spectators, too.