The " I want a livery editor" thread.

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Mate, if you can't see that you presenting something that you describe as "the industry standard" as a description of exactly what PD is doing is an educated guess...what can I do? You won't provide any examples from GT that would lead us to assume that they're working this way, any statements from PD, or anything. All you do is appeal to your own authority.

Best of luck with that one. I'll be waiting here for some actual facts, not "everyone else does it like this so PD does too". Especially when I'm not seeing any evidence for everyone else doing it like that either.
 
Mate, if you can't see that you presenting something that you describe as "the industry standard" as a description of exactly what PD is doing is an educated guess...what can I do? You won't provide any examples from GT that would lead us to assume that they're working this way, any statements from PD, or anything. All you do is appeal to your own authority.

Best of luck with that one. I'll be waiting here for some actual facts, not "everyone else does it like this so PD does too". Especially when I'm not seeing any evidence for everyone else doing it like that either.

I'm not appealing to any authority. I am asking you to educate yourself.

I have never described "exactly" what PD is doing without qualifiers and admissions of doubt. PD have the ability to hand-tweak the UV mappings, just like every other modeler that exists. We, as players of a game on a supposedly closed system, will not. PD will have to make a one-size-fits-all mapping for us, in the case of a livery editor, for each car. Standard fare.

It is just as much work to create a perfectly uniform map (without distortion) as it would be to create one with large areas omitted to maximise detail on a smaller area. If the goal is to create the best looking cars, wouldn't you use the method that did that? That would be to always use the largest texture area on the smallest amount of geometry in "world space" (the 3D scene). This is for the case of non-modifiable textures, i.e. all the cars in all the GT games to date.


Now, falling back on your best friend, Occam's razor, the simplest explanation is for PD to do it the sane way, just like everyone else. What reason would they have not to? Mate.
 
Anyway, you've answered my question. You have no idea what techniques PD are or aren't using. You're making some educated guesses, couching them in complex technical language to make it more difficult for others to refute and presenting them as facts.

Bravo.
Mate, if you can't see that you presenting something that you describe as "the industry standard" as a description of exactly what PD is doing is an educated guess...what can I do? You won't provide any examples from GT that would lead us to assume that they're working this way, any statements from PD, or anything. All you do is appeal to your own authority.

Did you really expect any different, honestly?
 
Am I really to be expected to go and ask Kaz personally whether their modelers know how to UV map properly?

Is there not an obvious difference in texture detail among all cars in the game? What do you suppose would be the reason for that? Is there a pattern?


All I said was: we will probably not have the ability to maximise the texture detail in the same way PD has, effectively - that will mean custom liveries could be well below the quality of PD's (or any other developer's) efforts. Where is the assertion of non-fact there?
 
I'm not the one making the claim. You provide the evidence. You don't get to say that you're right unless I prove you wrong, it doesn't work that way.

...the quality of a custom livery will probably be nowhere near what PD has managed with the Premium cars, because they were able to hand-tweak the unwrapped mesh and the mapping to focus on the parts with the detail, and even use multiple unwrappings / mappings to leverage any advantages they might have.

The quality of the Premium cars is because they were able to do this and this and this.

That's a statement. Prove it.


Did you really expect any different, honestly?

Not really. But it's still good entertainment. :D
 
I'm not the one making the claim. You provide the evidence. You don't get to say that you're right unless I prove you wrong, it doesn't work that way.



The quality of the Premium cars is because they were able to do this and this and this.

That's a statement. Prove it.

It's true, what's in bold. I claim nothing more.

I can't provide proof that PD does anything. I will have to take the time to find some contrasting examples of cars with little coverage, and others with lots. But I should probably go to bed first.


Just so I know, what exactly is so important that I "prove" PD have an awareness of how UV mapping works? Is it just for your personal satisfaction? I don't really know what you think I am trying to say, when texture quality is clearly an issue with the game anyway.
 
Just so I know, what exactly is so important that I "prove" PD have an awareness of how UV mapping works? Is it just for your personal satisfaction? I don't really know what you think I am trying to say, when texture quality is clearly an issue with the game anyway.

No.

Because if PD are texture mapping the way you say they are, there is a major obstacle in the way of us getting a livery editor. The work required for them to go back and create decent full coverage UV maps for 1200 cars is large, and I think the probability that would happen is low.

However, if that's in doubt then there's still some reasons to think that a livery editor may be possible. If they already use full car UV maps like other racing games do, then it's not exactly a trivial matter to implement a livery editor but it's much, much easier. Within the realm of the possible, you might say.

This is the point. If what you say is true, it makes a livery editor highly unlikely. I think that's a statement worth clarifying, and not something merely for idle speculation.

If it's still in doubt what methods PD use, then we are less able to draw conclusions about the likelihood of a livery editor. You might say that it's more possible, but the real truth is that while we still don't have enough information we haven't got anything to make us give up hope either.

Relevant to the thread? I think so.
 
I'm not at all sure myself but all I know is going all the way back to GT3, they've been using Maya.

Well I guess we'll have to do homework as to why, from my experience with Autodesk items they aren't bad, but they aren't the best either.

The " I want to keep bickering" thread.

Are you going to keep doing this every thread, we're actually discussing the livery useage currently in the game. Even if it is a debate, not sure if you know the mechanics of a forum, but generally they are filled with debates that you'd seem to find tedious to read. So instead they're bickering.

Once again as I told you on the other thread, you are bickering about bickering. Stop trolling please.
 
Well I guess we'll have to do homework as to why, from my experience with Autodesk items they aren't bad, but they aren't the best either.



Are you going to keep doing this every thread, we're actually discussing the livery useage currently in the game. Even if it is a debate, not sure if you know the mechanics of a forum, but generally they are filled with debates that you'd seem to find tedious to read. So instead they're bickering.

Once again as I told you on the other thread, you are bickering about bickering. Stop trolling please.

Posted in this thread first, actually. "Every thread?" Being two? Hmm .. ok.

Regardless, a paint editor isn't needed for GT6. I feel it just needs about 20 stickers and about 5 - 6 locations on the cars that they can be posted. Seems like a good starting point for something they may create in the future.
 
Regardless, a paint editor isn't needed for GT6. I feel it just needs about 20 stickers and about 5 - 6 locations on the cars that they can be posted. Seems like a good starting point for something they may create in the future.

What a lazy alternative.
 
Posted in this thread first, actually. "Every thread?" Being two? Hmm .. ok.

It was a question, not a declaration that you were doing this on every thread. In other words I was asking, so your attempt to be sarcastic here is unfounded because I'm asking you if you are going to be doing this in every thread on GT6 that has a debate you'd call "bickering"

Regardless, a paint editor isn't needed for GT6. I feel it just needs about 20 stickers and about 5 - 6 locations on the cars that they can be posted. Seems like a good starting point for something they may create in the future.

Why doesn't it need a paint editor? Would you like the continued use of a search and find paint chip system that isn't realistic? It doesn't seem you would, but surely a paint editor wouldn't be that hard.

I agree they should just do something simplistic, and tell people it will be simplistic. If they hype it up and don't explain exactly how it will be then people will be upset...
 
Why doesn't it need a paint editor? Would you like the continued use of a search and find paint chip system that isn't realistic? It doesn't seem you would, but surely a paint editor wouldn't be that hard.

I agree they should just do something simplistic, and tell people it will be simplistic. If they hype it up and don't explain exactly how it will be then people will be upset...

Design your own paint colour? Like the scales the other games have consisting of hues, contrast, brightness, tone. etc. 10,000Cr. for a custom "Scale" paint.

Paint chips should still be winable through A-spec IMO. But an option to buy a hue you wish should be added. That with a basic sticker collection can go a long way.
 

Good, and thanks for taking the time to explain; gives this sub-tangent a bit of structure.
Because if PD are texture mapping the way you say they are, there is a major obstacle in the way of us getting a livery editor. The work required for them to go back and create decent full coverage UV maps for 1200 cars is large, and I think the probability that would happen is low.

Two things come to mind:
  1. A livery editor has long been a planned feature. It would surely be something PD is working towards and has been planning for (and experimenting with, if they're sensible).
  2. The cars are to be re-used on PS4.

These would indicate to me that PD would better produce the (hypothetical, but expected / required) full coverage maps for a livery editor alongside the (hypothetical, but usual) selective maps at the same time, when the model is made, rather than "go back" over the cars. It's probably no more than a few days' work per car, especially with some of the nifty unwrappers available. Some of these are optimised for minimal distortion and maximal contiguity (connectedness, size of "UV islands") for ease of painting in 2D, others to optimise the packing into the map to maximise texture detail - painting in 3D probably has its own requirements, and that may or may not simplify things: as there's no need to intuitively know where the 2D space maps to 3D, the map doesn't need to be so "human intelligible", I'd wager.

Actually, some (most?) cars would only need a selective map for the interior and non-paintable areas like headlights, grilles, reflectors, badges etc. Wheels and tyres seem to be handled separately. That might cut the amount of work down even more. It still leaves a potential quality issue, if the liveries in GT5 are selectively mapped.

Recall that UV maps are usually dimensionless (U and V scaling from 0 to 1, or equivalent; that's also why they tend to map from square textures, as it's easier to "understand"), and that means you can plug in virtually any texture, of any resolution (feasibly).

If they author the PS3 and the PS4 textures at the same time, too, they can simply carry over the models, with the maps saved within them (as is usual) to the PS4 and simply swap in the PS4 textures. Actually, they can make the new textures whenever they want, but it would make sense to author the same content to two detail levels at once (akin to LoD modeling anyway, literally)

However, if that's in doubt then there's still some reasons to think that a livery editor may be possible. If they already use full car UV maps like other racing games do, then it's not exactly a trivial matter to implement a livery editor but it's much, much easier. Within the realm of the possible, you might say.

For the best possible quality, I'd expect they'd want some kind of magic algorithm to generate the map in a semi-optimised way according to what parts of the car have been painted on by the player (it may be easy enough to mask off only those polygons with vector shapes etc. projected onto them, if that's how the system is going to work, say). I have no idea as to the real feasibility of that, especially given you not only have to transfer the livery (preferably as the collection of the descriptions of shapes used, not the texture) but also the mapping as well, in order to share it. It has the massive benefit that you don't need to make separate maps for custom liveries.

I still wonder if the texture quality achievable with or without "magic" is high enough that PD won't be wary of releasing the game with it that way. I'd rather they just gave us what they can do, but you know some people would be quite opinionated if it doesn't live up to the expectations created by other editors. "We" can probably handle that, but would Sony / PD see it that way?
This is the point. If what you say is true, it makes a livery editor highly unlikely. I think that's a statement worth clarifying, and not something merely for idle speculation.
I can't see it being so clear-cut. The main issue for me is not that they wouldn't have time to make the maps (even if they're still struggling, they could do what HKS suggested, God forbid, and just do a handful, or some arbitrary number and not worry about it), but whether it actually looks any good. The quality of the Premiums could be acceptable to most (according to my perception of the general feeling towards them), if they can achieve that for every single livery a player can create, and not just those that are like the ones we have in the game.
If it's still in doubt what methods PD use, then we are less able to draw conclusions about the likelihood of a livery editor. You might say that it's more possible, but the real truth is that while we still don't have enough information we haven't got anything to make us give up hope either.

Relevant to the thread? I think so.

I don't think we should give up hope at all (quite the opposite, if we can; gingerly), but it's important to ground your expectations according to potential limitations. I don't personally see any reason for PD not to include a livery editor, even if it looks like the Standard cars. I bet many would disagree, and that for me is the real issue if the maps made for our liveries are not equivalent to those made by PD for their liveries.


Anyway, I need to get up-close and personal with some cars in photomode. Initial impressions are that a system like GRiD 2's would work very well, as PD seem to use a lot of decals. But imagine the ability to draw your own base layer using vector shapes, and have the map magically optimised for it, then to project other stuff on top from an array of pre-made decals. Maybe PD will add a decal editor, too. I'd suggest that this wouldn't work well for some types of liveries, though (e.g. Manga / "art" cars etc.) But now, surely, that's too optimistic.
 
I'm severely hopeful that PD is working on Griffith's direction, because those games which offer livery editors, especially the comprehensive sort, are simply amazing. Optimistic about GT6? Well... somewhat. ;)

In any case, I've been threatening to post some pics of work I've been doing, and was a LONG time ago. Well, my vision has shifted a lot since then, and rather than post some pics of rides I've whipped up, which is nice and chat driving but mostly ego stroking for me, I'm going on a tangent. Connected, sort of on the topic, but... you'll see. I have a class project I've been yacking evasively with Jordan, and what he knows has him intrigued. I have to work on getting images from my camera to my hosting sites, but that's soon to come. In the meantime, this might seem a little messed up to some of you, but I have some teasers to share. Being teasers, they aren't good images, just something to pique interest in the project. Hey, my back is wrenched, I haven't slept much today, and it's put me in a weird mood. But I figure this is better than nothing. :P

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Design your own paint colour? Like the scales the other games have consisting of hues, contrast, brightness, tone. etc. 10,000Cr. for a custom "Scale" paint.

Paint chips should still be winable through A-spec IMO. But an option to buy a hue you wish should be added. That with a basic sticker collection can go a long way.

I'd be fine with an option in GT Auto or at the new dealerships that say "Custom Paint", where if you don't like the factory colors you pay a couple grand extra to have it customized. Obviously used cars would be taken to GT Auto.

But you'd be open to any color possible with specialty (metallic or chrome) being slight more expensive to apply, but to have to win them is asinine and unrealistic for a game that is called the real driving simulator and touts how real world it is.
 
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Paint chips should still be winable through A-spec IMO. But an option to buy a hue you wish should be added. That with a basic sticker collection can go a long way.

Options like that are exactly what future GT games do not need. Your suggestion is at best a half-hearted feature with excess button-pressing, and at worst an artificial reason to make players undertake the same boring grind through offline events.

Why would you not want a complete time-efficient livery editor limited by only your imagination?
 
With Gamescom revealing more GT6 info today, though i would bump this to see if there is any extra info on the Livery editor that so many people want....

Fingers crossed we get something !
 
Options like that are exactly what future GT games do not need. Your suggestion is at best a half-hearted feature with excess button-pressing, and at worst an artificial reason to make players undertake the same boring grind through offline events.

Why would you not want a complete time-efficient livery editor limited by only your imagination?

My suggestion was simply linked to my expectation of PD. I don't have a high one.

Of course I would like to be able to create anything I could imagine. Who wouldn't want that?
 
Well, poo gas. I happened to remember that I was going to do a class project before GamesCom. I still can, I just hope it will be relevant after tomorrow. :P
 
If they released a livery editor as gt6 DLC or even a mini game (export,edit,import) in ps store for let's say 19.99us. Would anyone here buy it?
 
As a free feature in a future patch? Wouldn't mind that. As DLC? Meh, don't know about that.
 
My suggestion was simply linked to my expectation of PD. I don't have a high one. Of course I would like to be able to create anything I could imagine.

Okay, fair enough.

Who wouldn't want that?

Unfortunately I've noticed a few people who have posted on this thread that seem terrified at the thought that someone might put an inappropriate livery on their vehicle, and as such see it as a reason to not include a livery editor at all. Crazy.
 
I am sick of DLCs. It's just a cheap way of getting money from customers. Lets give the customers half the game on the disc, then they have to pay extra for the other half! That's bad! If you're going to implement something into the game, put it on the disc on release day OR put it in through a patch. I'm sick of companies like EA who abuse the hell out of DLCs.

If GT6 is getting a livery editor, DO NOT, I repeat, DO NOT make it paid DLC.
 
If they released a livery editor as gt6 DLC or even a mini game (export,edit,import) in ps store for let's say 19.99us. Would anyone here buy it?

Pay extra for a livery editor? Not a chance. That would be too obvious a case of gouging for me. Too many other current games have a livery editor or something similar as part of the basic game.

If nothing else, I wouldn't want future games from other companies to think it was a good idea and start splitting off features of their games for DLC. Split screen DLC. Car Tuning Shop DLC. Photomode DLC.

I don't support that idea, and so I wouldn't support a livery editor as DLC from PD. Even if the cost was relatively trivial, like a few dollars. It's a slippery slope, and I wouldn't want even one toe on it.
 
I'm severely hopeful that PD is working on Griffith's direction, because those games which offer livery editors, especially the comprehensive sort, are simply amazing. Optimistic about GT6? Well... somewhat. ;)

If PD does have a livery editor planned, I just don't see why they would withhold that information from the gaming community until this point.

There would've only have had to have been one car in the E3 trailer with a unique livery and the boards would've been lit up with positive speculation. But the fact that we saw a spec series of LCC Rockets without liveries suggests to me that the opposite is true, along with the return of paint chips.

I would like to be proven wrong here, because GT is currently the only "simcade" series on the PS3 at the moment. But I think that if GT6 had features like great AI and a livery editor, we would have seen evidence of that already. Because "adaptive tessellation" and a "new rendering engine" aren't going to be selling points to people who are sitting on the fence(for example, me).

Nice liveries BTW.
 
If they released a livery editor as gt6 DLC or even a mini game (export,edit,import) in ps store for let's say 19.99us. Would anyone here buy it?

I have to wonder why you keep presenting this idea, because it's not a good one.
 
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