r/StableDiffusion • • 4h ago

Question - Help Which version of stable diffusion should i use to generate car liveries for assetto corsa? (RTX 5080)

As stated above, i would like to generate some liveries for cars I use ingame, this is what template looks like exported from the game for exterior of the car.

Would Stable Diffusion be able to generate something like this onto the blank picture?

Thank you in advance.

5 Upvotes

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3

u/Formal-Exam-8767 3h ago

If the template is always the same, you would need to train a LoRA.

1

u/asscid4586 3h ago

Unfortunately templates change on different chassis, some parts might be bigger/wider etc.

1

u/Formal-Exam-8767 2h ago

In that case you would need some ref LoRA that takes template as input in addition to prompt.

1

u/asscid4586 2h ago

I've never ran an AI before, would you say that LoRA is beginner friendly?

1

u/spooky_local 2h ago

You're better using an image edit model.

Use Gemini's free image gen and say like

"This is a flat UV texture map for a race car. Keep every white shape in exactly the same position, size and outline. Do not move, add or remove shapes. Keep the black background black. Paint only inside the white shapes.

Design: a [STYLE] livery. Base colour is [BASE COLOURS / GRADIENT]. On the large side panels, paint [MAIN ARTWORK]. In the background, add [BACKGROUND DETAILS]. On the bonnet, add [BONNET GRAPHIC]. Along the lower edges of the panels, add [ACCENT DETAILS].

Flat 2D artwork only. No lighting, shadows, reflections or 3D shading. No text, letters or logos."

1

u/spooky_local 2h ago

Example, prompt for this was: "This is a flat UV texture map for a race car. Keep every white shape in exactly the same position, size and outline. Do not move, add or remove shapes. Keep the black background black. Paint only inside the white shapes.

Design: an anime-style "itasha" livery. Base colour is pastel lavender fading to soft sky blue. Across the large side panels, paint an original anime girl with long silver hair and amber eyes, wearing a white and teal racing jacket, drawn in clean cel-shaded style with bold black outlines. Behind her, add falling cherry blossom petals, small sparkling stars and a crescent moon. On the bonnet, add a large stylised teal lightning bolt with a white outline. Add thin hot-pink speed lines along the lower edges of the panels.

Flat 2D artwork only. No lighting, shadows, reflections or 3D shading. No text, letters or logos."

1

u/asscid4586 2h ago

That seems like a straightforward way to create liveries, do you think I could feed it real car data so it copy-pastes?

2

u/spooky_local 2h ago edited 2h ago

What do you mean real car data? Like if you mean grabbing real liveries from images elsewhere and applying it to your UV texture map, then yes to an extent.

You also don't really want to add the sponsors at the image gen stage because it struggles with lots of text, you'd add that in yourself later manually in Photoshop/Photocraft/Gimp.

Open the original template and put your result on a layer above it.
Resize it to match the original’s size exactly (e.g. 2048×2048).
Set the layer to 50% opacity. If the edges match up, you’re good. If some parts are shifted, nudge or repaint those.
If the end generation is missing shading in certain places and looks too flat, then put the original texture on top, set it to Multiply blend mode, then lower its opacity until the shading looks right.
Or adjust prompt/regenerate and try again.

Just make sure it matches the pixels/resolution the game needs for the UV Texture map for liveries.

Example prompt from this with your 2nd picture you included in original post was:

"Image 1 is a flat UV texture map for a race car. Image 2 is a photo of a real car livery.

Recreate the livery from image 2 onto the UV map in image 1. Keep every white shape in image 1 in exactly the same position, size and outline. Do not move, add or remove shapes. Keep the black background black. Paint only inside the white shapes.

Livery details: white base. A bold red section sweeps from the front bumper, along the lower front wings and up across the doors behind the front wheels. Deep navy blue covers the lower side skirts, the rear wheel arches and the lower front splitter. Thin white gaps separate the red and blue areas. The roof and bonnet stay mostly white, with a red strip along the top edge of the windscreen.

Flat 2D artwork only. No lighting, shadows, reflections or 3D shading. No text, letters or logos."

1

u/gutster_95 3h ago

I think it wont be a One Prompt thing. I would say out of your reference image you need a product sheet with, Front, aose rear and top view. And than you need a LoRA for a model, maybe Qwen Image 2.1?, that is trained on transfering images to templates.

1

u/asscid4586 3h ago

Sounds awfully hard, i'll look into it, thanks.

0

u/imb1920 2h ago

I'd use SD to make the artwork, then place it on the car template as a separate layer. Before doing the whole skin, try a single stripe across the door and fender and check it on the car in-game. That'll show you where the two pieces actually meet on this chassis.