If you are puzzled by the wireframe appearing in the "Multiple texture slots" section, skip to or wait for the "Panel & custom selection" section of the video where basic and advanced selection techniques are explained.
One word: ucupaint. If you want texture layers, ucupaint simplifies the process vertiginously. Is a free and insanely powerful addon for Blender. I'd even go as far as saying it is a game changer.
Thank you for sharing these how to guides. They have really helped me explore the multitude of livery options. The only issue being creating them uses up valuable driving time 🤣. Keep them coming though, they are appreciated.
I really appreciate you making an updated version. I am still wondering how you get the wireframe outline on the texture paint window, the texture slot setup doesn't talk about it, and then its there in the next section of the video. I tried importing the image but it doesn't stay.
The wireframe appears as you're selecting things on the 3d model, which I do talk about in the selection section. Either hover your mouse over the 3d viewport and hit A to select everything, or hover over a specific panel and hit L to select that specific panel only. As you do that the whole or parts of the wireframe will appear
I am very grateful for your time in making this tutorial but I don't see how you went from the entire blue in the texture paint to then show the wire on the top left section. A step was skipped it seems? So I am lost at this point. Never mind... I think I hit shift A while in the right screen and the wire diagram some how linked to the 3D object and showed up on the top left section.
Yeah, I made a mistake with doing the multiple-texture slots topic, and should instead do the selection topic after, where this is all also explained. As well as this and other more basic topics are explained in the basics video: ua-cam.com/video/5rWCdsldUCw/v-deo.html
Hi - I follow the video - but dont get the wireframe up in the left side - there is a jump fron one chaptor to the next - at the end of texture slot setup chaptor - no wireframe in the video - but in the start of next chaptor - the wireframe is there - - i am not able to draw like in the video at 11.30 in - i am stuck
Thanks for replying so quickly@@LoWreck . The file only contains a .json file. Can recommend any tutorials or addons that I can use to import this into Blender?
@@fullyleaded Just downloaded it to check, it's all in there. You need to copy both Cars and Liveries folders to your "Documents\Assetto Corsa Competizione\Customs" folder. If you want to edit the livery in Blender, check out the "Import livery" section of this video, where I explain how you can import an existing livery image file into a texture slot.
How do I stop this program from deleting all my work. Once I have made changes, or go to open my file to edit changes, it opens with a naked model with nothing on it
Hi. I asked a question about your other tutorial and you referred me to this video. Much better, thanks. I have a stencil image now (in PNG) that I want to apply to my car. I have it ready and placed, but, when I paint it (full white selected) only the SHAPE of the image is on the car - not the actual stencil. Is there an issue with the format (or settings) of the original image? I tried other PNG's as stencils - all of them do it. Any suggestions for where the issue might be? Again - Blender 4.
Hi, not sure what you mean that only the shape is on the care and not the stencil. I have tried multiple different settings and couldn't reproduce it. Could you upload a screenshot somewhere and link it here, or send it to me on Discord?
With my limited knowledge about BSDF, I believe this is a very 3d model thing only and wont translate to the livery inside ACC. For ACC you can export your base color as "decals.png" i.e., and then use "decals.json" to set up some characteristics of that layer, such as base roughness, clear coat and its roughness, and metallic flake in the color. If you want to create a sort of a 2 tone color with a gradient, sort of like I have on the Bad Piggies Porsche livery, I did this by preparing an image with the gradient, and then painted it onto the car using a texture stencil and painted from all sides.
@@LoWreck Oop, me probly should said this is just for Blendy and not ACC. Me watched many tutorials but never show how to change base colour besides drawing on Image Texture node results. Me would like to know how to make the base colour via BSDF to gain access to metallic, roughness, even Alpha to create it transparent layer (>////
Thanks for the updated video. Very helpful 😊 I have one question, I know you press L to select a panel but what key are you pressing to deselect the panel again?
When you load into the track the quality of the livery is reduced. You can try setting the "texCap" to 0 in menuSettings.json in the Documents/Assetto Corsa Competizione/Config folder to see if it will help anything. If the line between the colors on you livery is not pixelated, then that's the only thing you can do. If the line between them is pixelated even in the livery image when you open it, then you'll need to open it up in Photoshop/GIMP and correct it that way.
@@LoWreck no worries, I got it working in the end. In the process of dealing with my original problem I accidentally creater a layer which prohibited me from painting. After deleting it I got it to work!
I'm trying to make a livery for the new Mustang GT3 and when I go to add a paint slot like at 2:50 nothing on the 3d model changes no matter what I do. There seems to be 3 things called EXT_Mechanics, EXT_Carpaint_Inst and EXT_Windows. Am I doing something wrong??
@@LoWreck I'm not sure but I don't think I am. It might have something to do with the 3d model I'm using but I used the same steps with a few other cars in the ACC Templates folder and it works just fine
@@LoWreck i dont get any wireframes from the mustang file and i have downloaded from your previous video .. nothing happens when i push A either ... followed all steps . i have same options in textures as firstnamesecondname suggested
This is nearly impossible to know. Review that you have all the options set up correctly. Is it maybe that you're using a pink base color? I don't have a discord server, but you can add me as a friend there and we can take a look there, although I am AFK right now.
That happens when Blender misses a texture somewhere in the process, it defaults to a FF00FF color texture, and sadly it happens because of a bug. The only solution is to be careful :/
I just do not understand what my Blender is doing. I follow the steps and two things happen for me which I just do not understand. After setting up the nodes for the textures with Colour -> B, Factor -> Alpha etc, after a while they all just reset to the default positions with nothing connected and I do not understand why. Is there anything that I should do to try and prevent this?
Oof, have to admit, I haven't got a clue. Played around in Blender a bit to try and reproduce this, but couldn't. Which version of Blender are you using?
@@LoWreck 4.0.2, thanks for the reply. It's annoying but not a deal breaker, I just make sure to save before it goes wrong. I'm surely just clicking on something I shouldn't.
Hello, is there a written manual for this? I don't understand English very well and there are steps that I'm missing, plus there are no videos on this method in Spanish.
I'm afraid there's not. You can try with automatically generated UA-cam subtitles, those can be translated into Spanish. Click on the subtitle icon and then in the cog menu you can set up subtitle translation.
hi it's me again you have not idea of how your videos has been helping me to create liveries so thank u for that, i've been creating a new one but i did a mistake my project has 4 layers instead of 3 (base+decals+sponsors+ STIKERS) is there a way of combine Decals+Stikers or Sponsors+Stikers layer? In photoshop for example is CTRL+E
Yes, save all images, import both images, decals and stickers i.e. into photoshop and then export as one image. In blender remove one texture, stickers i.e., and open the combined image into decals texture, like I do on the video in the last section
I'm really struggling to figure out how to save a livery project and then reload it back in to blender at a later time to edit it. Would it be possible you could do a short tutorial by any chance, please 🙏
Not sure I follow. If you mean the whole Blender project, you can use regular File>Save As and save the .blend file somewhere on your hard drive, and next time simply open it in blender, should even be located in File>Open Recent, or if you find the saved .blend file on your hard drive through Windows Explorer and double click it.
I've never done this before. You can use the kn5 converter to extract the model, if it's not encrypted, but I'm not sure how well that would work for liveries 🤔
Hello, looks like it's not the same thing with the Ferrari 296 GT3, there is no .mtl files on it, and when i try to draw something on it, that doesn't work :( Please help. Thank you
Hi, I just tried the 296 (again), and it's exactly the same. Import the object, enable shade smoothing, then in texture editor add 3 texture slots (the difference here is that the 296 has multiple materials on which to add the texture slots, you need to add them on the EXT_Carpaint_Inst), base (with base color), decals, and sponsors (both with alpha turned down to 0), connect them all in the shader editor like in the video, enable paint mask (top left, cube-like icon), and switch to Material preview (top right, ball-like icon with 4 different sections in it), hit A to select everything, or select specific panel or section, and start painting. Are you sure you haven't missed any of the steps? .mtl files are not needed afaik.
Thank you for this great video, which helped me a lot. First of all, I use a translator because my English is not so good. I was able to create a livery for the McLaren without any problems. But with the Ferrari 296 I have two files in the texture slots...I downloaded the current files...EXT.Carpaint & Ext Mechanics. I have tried different possibilities. But every time the 3D view disappears. Maybe you can help me? I would be very happy about that. Greetings
Yes, the Ferrari has 2 Material Indexes, but that doesn't change anything. Just make sure the EXT_Carpaint_Inst Material Index is selected when adding the base, decals, and sponsors texture slots. It is also normal that the car disappears from the viewport when you're adding a texture slot with transparency, as it also does for me on the video. Just continue to setting up the textures in the shader editor, and make sure you switch to Material Preview in the end on the 3d viewport so that you'll see the car.
After a lot of trial and error, I have found the solution. I simply marked the first slot and used it to create the individual slots. Followed your instructions and now it works.
If you are puzzled by the wireframe appearing in the "Multiple texture slots" section, skip to or wait for the "Panel & custom selection" section of the video where basic and advanced selection techniques are explained.
One word: ucupaint. If you want texture layers, ucupaint simplifies the process vertiginously. Is a free and insanely powerful addon for Blender. I'd even go as far as saying it is a game changer.
Thanks, will give it a go
Bro gave a free pig livery to give back to the community, as if a 50 minutes vid ain't good enough. Thanks alot for the vid man.
Thank you for sharing these how to guides. They have really helped me explore the multitude of livery options. The only issue being creating them uses up valuable driving time 🤣. Keep them coming though, they are appreciated.
That's my masterplan, draw everyone in to spending countless hours doing liveries so that I have a chance of a semi-decent result in racing 🤡
Thank you so much for this tutorial!
If you decide you want to use just the game sponsors just don't make a sponsor folder.
Thanks for the 4.0 video, I think I will re download it now!
I really appreciate you making an updated version. I am still wondering how you get the wireframe outline on the texture paint window, the texture slot setup doesn't talk about it, and then its there in the next section of the video. I tried importing the image but it doesn't stay.
The wireframe appears as you're selecting things on the 3d model, which I do talk about in the selection section.
Either hover your mouse over the 3d viewport and hit A to select everything, or hover over a specific panel and hit L to select that specific panel only. As you do that the whole or parts of the wireframe will appear
don't forget the PAINT MASK option or it won't work ;-P
I am very grateful for your time in making this tutorial but I don't see how you went from the entire blue in the texture paint to then show the wire on the top left section. A step was skipped it seems? So I am lost at this point. Never mind... I think I hit shift A while in the right screen and the wire diagram some how linked to the 3D object and showed up on the top left section.
Yeah, I made a mistake with doing the multiple-texture slots topic, and should instead do the selection topic after, where this is all also explained. As well as this and other more basic topics are explained in the basics video: ua-cam.com/video/5rWCdsldUCw/v-deo.html
Bruh I love you
The tutorial!, Thank you!
Thanks! Impressive lecture.
Btw, how do I import the wireframe? And when?
EDIT
Didn't read few lines below. Check it soon
Hi - I follow the video - but dont get the wireframe up in the left side - there is a jump fron one chaptor to the next - at the end of texture slot setup chaptor - no wireframe in the video - but in the start of next chaptor - the wireframe is there - - i am not able to draw like in the video at 11.30 in - i am stuck
Hover the mouse over the 3d model and press A to select everything
@@LoWreck OMG - was that all - I feel so stupid - thanks a lot 🙂
@@fredefix I had the same issue. Pressing A brought up the wireframe, but I still can't paint anything (and yes, I am in paint mask)
Fantastic tutorial. thank you for sharing. Is the (piggy livery) Porsche itself available for download?
In the description mate
Thanks for replying so quickly@@LoWreck . The file only contains a .json file. Can recommend any tutorials or addons that I can use to import this into Blender?
@@fullyleaded Just downloaded it to check, it's all in there. You need to copy both Cars and Liveries folders to your "Documents\Assetto Corsa Competizione\Customs" folder.
If you want to edit the livery in Blender, check out the "Import livery" section of this video, where I explain how you can import an existing livery image file into a texture slot.
@@LoWreck I dont have Assetto Corsa. I only use Blender.
How do I stop this program from deleting all my work. Once I have made changes, or go to open my file to edit changes, it opens with a naked model with nothing on it
Never had such an issue and couldn't reproduce it. I'd suggest reaching out on a Blender message board
Hi. I asked a question about your other tutorial and you referred me to this video. Much better, thanks. I have a stencil image now (in PNG) that I want to apply to my car. I have it ready and placed, but, when I paint it (full white selected) only the SHAPE of the image is on the car - not the actual stencil. Is there an issue with the format (or settings) of the original image? I tried other PNG's as stencils - all of them do it. Any suggestions for where the issue might be? Again - Blender 4.
Hi, not sure what you mean that only the shape is on the care and not the stencil. I have tried multiple different settings and couldn't reproduce it. Could you upload a screenshot somewhere and link it here, or send it to me on Discord?
How do change base colour using BSDF instead of single colour from layer?
With my limited knowledge about BSDF, I believe this is a very 3d model thing only and wont translate to the livery inside ACC. For ACC you can export your base color as "decals.png" i.e., and then use "decals.json" to set up some characteristics of that layer, such as base roughness, clear coat and its roughness, and metallic flake in the color.
If you want to create a sort of a 2 tone color with a gradient, sort of like I have on the Bad Piggies Porsche livery, I did this by preparing an image with the gradient, and then painted it onto the car using a texture stencil and painted from all sides.
@@LoWreck Oop, me probly should said this is just for Blendy and not ACC.
Me watched many tutorials but never show how to change base colour besides drawing on Image Texture node results.
Me would like to know how to make the base colour via BSDF to gain access to metallic, roughness, even Alpha to create it transparent layer
(>////
Is there a way in UV Editing mode I can remove the wireframe
I wouldn't know, sorry 🙁
Thanks for the updated video. Very helpful 😊
I have one question, I know you press L to select a panel but what key are you pressing to deselect the panel again?
Double tap A and deselect everything
@@LoWreck Thank you very much 😊 🙏
28:22
How did you move the ACC logo?
Reset Transform > Image Aspect with following the video but I can't touch the img so I can't move.
Hold down the right mouse button to move.
Ctrl + RMB rotates the stencil
Shift + RMB changes the size of the stencil
When i create the base it's not changing the colour of the model it's staying grey, any ideas?
Also with mine on the Mustang it Has 3 EXT - windows mechanics and something else.
Sorry for a late reply, on the mustang you must make sure to create texture slots on the EXT_Carpaint_Inst
Question, My problem is if i make two Colors with a sharp line ingame you will see small triangels how can it be done without them ?
When you load into the track the quality of the livery is reduced. You can try setting the "texCap" to 0 in menuSettings.json in the Documents/Assetto Corsa Competizione/Config folder to see if it will help anything.
If the line between the colors on you livery is not pixelated, then that's the only thing you can do. If the line between them is pixelated even in the livery image when you open it, then you'll need to open it up in Photoshop/GIMP and correct it that way.
I followed your every step but I don't get the mesh on the left and cannot paint anything :(
Well, after reading some comments I apparently had to press A to get it to show. But now my problem is that I can't paint anything :(
You must have missed something. Unfortunately that's not enough info to know what you are missing or why it's not working. Sorry
@@LoWreck no worries, I got it working in the end. In the process of dealing with my original problem I accidentally creater a layer which prohibited me from painting. After deleting it I got it to work!
I'm trying to make a livery for the new Mustang GT3 and when I go to add a paint slot like at 2:50 nothing on the 3d model changes no matter what I do. There seems to be 3 things called EXT_Mechanics, EXT_Carpaint_Inst and EXT_Windows. Am I doing something wrong??
Are you adding it onto the EXT_Carpaint_Inst?
@@LoWreck I'm not sure but I don't think I am. It might have something to do with the 3d model I'm using but I used the same steps with a few other cars in the ACC Templates folder and it works just fine
I have added the 3D model and wireframe files to the original guide video description: ua-cam.com/video/5rWCdsldUCw/v-deo.html
@@LoWreck i dont get any wireframes from the mustang file and i have downloaded from your previous video .. nothing happens when i push A either ... followed all steps . i have same options in textures as firstnamesecondname suggested
Create the texture slots on the EXT_Carpaint_Inst and then when you have a panel or the whole car selected you will see the wireframe
When I closed blender and opened it back up. My car was pink. Please help me. That and I can’t join your discord
This is nearly impossible to know. Review that you have all the options set up correctly. Is it maybe that you're using a pink base color?
I don't have a discord server, but you can add me as a friend there and we can take a look there, although I am AFK right now.
That happens when Blender misses a texture somewhere in the process, it defaults to a FF00FF color texture, and sadly it happens because of a bug. The only solution is to be careful :/
I just do not understand what my Blender is doing.
I follow the steps and two things happen for me which I just do not understand. After setting up the nodes for the textures with Colour -> B, Factor -> Alpha etc, after a while they all just reset to the default positions with nothing connected and I do not understand why.
Is there anything that I should do to try and prevent this?
Oof, have to admit, I haven't got a clue. Played around in Blender a bit to try and reproduce this, but couldn't. Which version of Blender are you using?
@@LoWreck 4.0.2, thanks for the reply. It's annoying but not a deal breaker, I just make sure to save before it goes wrong. I'm surely just clicking on something I shouldn't.
Hello, is there a written manual for this? I don't understand English very well and there are steps that I'm missing, plus there are no videos on this method in Spanish.
I'm afraid there's not. You can try with automatically generated UA-cam subtitles, those can be translated into Spanish.
Click on the subtitle icon and then in the cog menu you can set up subtitle translation.
The problem is that the subtitle comes out in English. jajaja
@@LoWreck
hi it's me again you have not idea of how your videos has been helping me to create liveries so thank u for that, i've been creating a new one but i did a mistake my project has 4 layers instead of 3 (base+decals+sponsors+ STIKERS) is there a way of combine Decals+Stikers or Sponsors+Stikers layer? In photoshop for example is CTRL+E
Yes, save all images, import both images, decals and stickers i.e. into photoshop and then export as one image.
In blender remove one texture, stickers i.e., and open the combined image into decals texture, like I do on the video in the last section
I'm really struggling to figure out how to save a livery project and then reload it back in to blender at a later time to edit it. Would it be possible you could do a short tutorial by any chance, please 🙏
Not sure I follow. If you mean the whole Blender project, you can use regular File>Save As and save the .blend file somewhere on your hard drive, and next time simply open it in blender, should even be located in File>Open Recent, or if you find the saved .blend file on your hard drive through Windows Explorer and double click it.
@LoWreck I've tried this but when it loads the sponsors and decals are not showing, only the car shows up with a pink base layer
Hi mate! I was wondering whether is it possible to get the 3D templates in Assetso Corsa cars like ACC and if so how to get those templates?😅
I've never done this before. You can use the kn5 converter to extract the model, if it's not encrypted, but I'm not sure how well that would work for liveries 🤔
@@LoWreck Ahh thanks for the reply. I really want to learn about liveries ☺️
Hello, looks like it's not the same thing with the Ferrari 296 GT3, there is no .mtl files on it, and when i try to draw something on it, that doesn't work :( Please help. Thank you
Hi, I just tried the 296 (again), and it's exactly the same. Import the object, enable shade smoothing, then in texture editor add 3 texture slots (the difference here is that the 296 has multiple materials on which to add the texture slots, you need to add them on the EXT_Carpaint_Inst), base (with base color), decals, and sponsors (both with alpha turned down to 0), connect them all in the shader editor like in the video, enable paint mask (top left, cube-like icon), and switch to Material preview (top right, ball-like icon with 4 different sections in it), hit A to select everything, or select specific panel or section, and start painting.
Are you sure you haven't missed any of the steps? .mtl files are not needed afaik.
@@LoWreck Ok lol i got the answer at 15:30 i just need to click on A to get the piece of the car on the left and be able to draw onb it :D
Thank you for this great video, which helped me a lot. First of all, I use a translator because my English is not so good. I was able to create a livery for the McLaren without any problems. But with the Ferrari 296 I have two files in the texture slots...I downloaded the current files...EXT.Carpaint & Ext Mechanics. I have tried different possibilities. But every time the 3D view disappears. Maybe you can help me? I would be very happy about that. Greetings
Yes, the Ferrari has 2 Material Indexes, but that doesn't change anything. Just make sure the EXT_Carpaint_Inst Material Index is selected when adding the base, decals, and sponsors texture slots.
It is also normal that the car disappears from the viewport when you're adding a texture slot with transparency, as it also does for me on the video.
Just continue to setting up the textures in the shader editor, and make sure you switch to Material Preview in the end on the 3d viewport so that you'll see the car.
After a lot of trial and error, I have found the solution. I simply marked the first slot and used it to create the individual slots. Followed your instructions and now it works.
38:35 Do you know the shortcut key to adjust texture size?
Hold shift and right mouse button then drag to resize. To rotate hold control and right mouse button and drag.
Thanks!@@LoWreck
not gonna lie that looked like shit for the entire video lol
Note to self, make it look less shit 🤪