I’m sure there’s a more elegant and/or technical way to describe this problem, so you’ll forgive my super-fancy terminology, but here’s the thing… often when trying to patch together/connect a design on one part of the car to another, like joining simple striping on the roof/hood with same on the front or rear using identical line width and grid position values, the assets on one side (often on the front/rear, if not always) will be fuzzyish/pixelated/aliased, almost like the distortion you get when you compress a (non-rasterized?) image down a few times via repeated saves (or something like that), and it is (seemingly) next to impossible to line up stripes evenly.
I can’t figure out why; my guess is that it has something to do with the convex nature of the ends of a car…but what can I do about this? I usually spend a good bit of time resizing the line on one side and moving it in or out as needed a pixel space at a time until I get close enough and/or tired of messing w it and then again with the other half. Sometimes I get lucky and really nail it, but most of the time I just give up and go with it or scrap striping altogether. I hate going with the uneven matching as I find it distracting, especially on the rear when I have to look at it while racing. Is there a technique to getting around this? Should I be creating the designs in the standalone editor as opposed to raw, right on the car? Or am I totally just doing something wrong that should/would be obvious otherwise?
That’s pretty much what I’ve always done. Although it’s very frustrating at times, I find it’s all part of the challenge and in a weird way I enjoy it. Whether it’s a Race rep or full on Fantasy design, at some point the game will force you to find an acceptable compromise, that’s always been my experience since FM2 days at least.
Depends on the car/design - although I normally create all my vinyls in the editor first, this Britto Audi was painted straight onto the car:
The most difficult design/car combo I’ve personally ever attempted to recreate is Ed Roth’s pick up truck. Pre-painted vinyls for the roof and bonnet, the rest was painted straight onto the car. Getting that pattern to line up and flow over the wheel arches meant painting on the front, sides, roof and rear (the values for the rear were ridiculous, absolutely miles off the scale, LoL!). I also had to repaint one side so that it worked when the side skirts were added.
It’s not an exact replica but I found my “acceptable compromise” eventually:
Car models have a texture map applied to them by the model makers which do not work at PG games headquarters. The texture map has to be aligned to the car as best as possible, but a 2D map does not easily fit on a 3D car body. A map of the Earth in 2D is said to be impossible in fact. So you get these distortions.
Some people who make car models can map cars better than other people. Some people seem to forget to map the cars properly at all.
If you have XBox One you can move your vinyls a tiny amount using the pad.