The GT Sport Livery Editor Competition 42 (Modern Throwback) - CLOSED

  • Thread starter Cytoria
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It is indeed White Sands as Shiretoko is less attractive for special colours.

I’ve boosted EV to +1,2.
The background mask is the same as the OP.
Settings of the car mask : Saturation 115, Brightness 150, Contrast 120, Black correction -3.

Also color temperature 6000K and chromatic correction 0,065 to get rid of the yellowish lighting (but not efficient enough).



The key feature for the hood decal is duplicate/replace. Without this, the different parts and layers wouldn’t be perfectly aligned when stacked.

I did the hood decal set in Inkscape twice (not including the one I tried for my first attempt) because I wasn’t satisfied with the quality of the first batch. Then I can’t count how many times I placed/sized/scaled the set on the hood. And as you couldn’t see the result until the last layer, that means 22 decals to place each time :banghead:.

I know Inkscape better now, but the key for the hood was quantity : the more parts I have, the more details they can contain. The automated scan of the hood picture gave me a 500kB decal after going through SVGOMG, then I manually deleted nodes and sliced them to fit the 15kB limit.

January 2018 / November 2019
View attachment 865767
The main pattern was tricky too. As I said, I needed to find enough boxes to create the pattern and to understand how it was imbricated. To be sure that this was completed I made the full paving, then selected the shapes individually to respect the 15kB size again.

View attachment 865771

I even made a cut version, in case I wanted to have the pattern in silver, but it eventually looked better the other way round, with transparent decals keeping the Aluminium shine of the body.

View attachment 865770

This is great work.
 
It's an insane amount of work and the quality is incredible. I think when I'm done with Death Stranding I need to sit down and start to figure out how I can just create images and import them to GTS myself before I even come up with ones to use specifically on a car
vectors can be a very hard process at times.

I learned how thanks to gts but not having a vast knowledge, it can get majorly tricky when things go wrong and really hard to figure out but when you get it right, it’s really satisfying. Even just doing the updated 2001 uk registration plate font was satisfying!

I’ve unfortunately stepped away from it now though as it can take up loads of time!
 
vectors can be a very hard process at times.

I learned how thanks to gts but not having a vast knowledge, it can get majorly tricky when things go wrong and really hard to figure out but when you get it right, it’s really satisfying. Even just doing the updated 2001 uk registration plate font was satisfying!

I’ve unfortunately stepped away from it now though as it can take up loads of time!

I self taught myself photoshop and cutting out and using the line tool, reading into it, it's sorta like that? To be honest my biggest stumbling block is that the free software to generate the SVG's I really don't like and my Photoshop licence doesn't include Illustrator :(

But yeah, I do want to get more involved as there is now a growing list of liveries I want to make, but don't have the resources to make the SVG's :lol::ouch: maybe when I've finished Death Stranding...
 
I self taught myself photoshop and cutting out and using the line tool, reading into it, it's sorta like that? To be honest my biggest stumbling block is that the free software to generate the SVG's I really don't like and my Photoshop licence doesn't include Illustrator :(

But yeah, I do want to get more involved as there is now a growing list of liveries I want to make, but don't have the resources to make the SVG's :lol::ouch: maybe when I've finished Death Stranding...
It’s easy enough to make what you want. The issue comes within the file size and making it fit or even just load into the game correctly!

You could do a massive detailed engine bay one day and have it at 12kb. Next day you could do a simple circle and fail to make it fit 15kb! File size really depends or curves. The more straight lines, the lesser the file size!
 
It’s easy enough to make what you want. The issue comes within the file size and making it fit or even just load into the game correctly!

You could do a massive detailed engine bay one day and have it at 12kb. Next day you could do a simple circle and fail to make it fit 15kb! File size really depends or curves. The more straight lines, the lesser the file size!

My end goal is a livery based on this boxart;

D5VK5QTXkAA3ODr.jpg
 
FINAL ENTRY


Please enjoy!
This is another one I had made back near release. It's obviously a take on the Calsonic GT-R, but I tried to emulate the 1998 R390 that was run at Le Mans thus the fade from front to back and the red bits. At first I tried to do the wavy checker pattern but quickly found my technique lacking(maybe I'll try again on one of the Super GT cars since my understanding of the livery editor and skills have evolved), so I opted for a fade job with design elements added in. For some reason the contrast between the front and back isn't as apparent in the photos as it is in game and while driving. The pitlane image shows it a bit better. I updated the car with the new number plates for this competition and omitted a few sponsors that might not be relevant for the race series. So now it's a factory-backed Nissan GTE effort!

Please enjoy!
 
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- - END OF THIS ROUND - -​

I still can't believe that we've got 38 entries! Thanks everyone for your implication, welcome to the new contestants and good luck for the poll (in which you can exceptionally vote for 5 entries).

Please do not change your pictures anymore, I'll start creating the poll right now.

The poll is up!
 
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On the early days of the livery editor, I made a lot of classic replicas/adaptations on the current cars (mostly NSXs, but also a various selection of famous Gran Turismo liveries). When I saw this theme, I thought about creating a D2 AMG GT3 (to go along my C9), but D2 now became Vodafone, so the paint scheme wouldn't have been so transposable. And sincerely, I knew I HAD to do this one. I've started this livery almost two years ago, but was stuck when I saw how heavy the decal work will be, and that I couldn't get something great for the engine. Two years on, and this is it!

It's not a real replica, as Mercedes used it for various cars throught the years, and the latest installement was in 2014. My inspiration came from the two most famous cars of this kind : the '00 CLK DTM, and the '98 CLK GTR. The liveries usually depicted the engine of the road going version of the race car, but inside the AMG GT3, Mercedes uses the same NA engine as in the SLS (and SLS GT3), not the current turbocharged V8 of the AMG GT. The engine bay was too different with the big hole on the nose, so I've used the SLS engine. The engine alone take 22 decals (11 different colours, splitted in 1, 2 or 3 parts depending of the complexity of the layer).


For the body, I've also reproduced the Original-Teile box pattern, and had to use 6 different box pictures to have enough details and positions of the whole paving to rebuild it. I've even added the box sticker with the product reference, in that case an "Original-Teile AMG GT3 Rennwagen". The base paint is W1 Aluminium, and the paving decals are transparent to keep the metallic effect.

The rest of the stickers are made for the 2020 Rolex 24 hours of Daytona, using the #33 Riley Motorsport AMG GT3, which is the closest to a factory team in this championship. Even if it's not the 50th IMSA anniversary anymore, I still placed these decals to add to the "throwback effect". The drivers names are the same as the previous year : Ben Keating and Jeroen Bleekemolen for the full season, joined by Felipe Fraga and Luca Stolz for the endurance races.

Althought I like the idea of the wet race images and have to credit @sebmugi for the inspiration, the livery definition is not at sharp as in scapes mode. I'll add later a mini-gallery for the details of the livery which can't be seen in the standard images.



Wow, just wow, when I looked at the first shot I genuinely thought "I didn't know there was a Merc with an exposed head-block!", then when I was scrolling through the gallery for 'the inspiration' I thought the shots of your car which showed up were of a real car!
Thanks for taking the time to explain how such results are achieved in this and the subsequent post. Transparencies over special paint, breaking down multi-pass scans into the various layers and chopping, top stuff. And I have to say, from maybe a selfish place, it is a major relief to hear you started this livery 2 years ago! :D

One quick question, when you split the layers of a multi-scan in inkscape, how do you identify the order top to bottom? I've tried this only to realise I have them in the wrong order, at which point my ambition disappeared along with my patience :dunce: (the file was already so massive, it all seems so daunting...). I really appreciate the effort you've put in, it's an inspiration to hear it explained 👍


(... and thank you so much for your kind words :embarrassed:)
 
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