Before painting a custom car, please read the iRacing.com Custom Paint Policy
Painting Your iRacing Car:
There are three main ways or avenues to paint your car for iRacing.
The primary, easiest, and most accessible method is with the iRacing UI that can be accessed by clicking;
- My Content --> Cars --> Paint My Cars
This visual-based system allows users to select from a pre-defined list of patterns and colors and then apply those selections to their car. You can change your paint scheme as many times and whenever you want. Just remember to save it by simply pushing the save button.
Custom Paint Scheme Created Outside iRacing by a Third Party
If you want to use a custom paint scheme created by someone else (for those of us out there without any artistic talent) outside of iRacing you can also do that. If you are looking for custom paint schemes or for people with that skill set there is a nice third-party site called Trading Paints which was actually designed to work with iRacing. It is located at http://www.tradingpaints.com
From Trading Paints, you can upload your own custom scheme, or download other drivers’ cars on the iRacing service so that you can see their custom schemes while racing. There are instructions on Trading Paints to help with this process.
Another resource for custom Paint Schemes is the iRacing forums. You can request a custom scheme to be created for you by fellow iRacers who are also artists. You can do this from our painting subforum in the iRacing forums:
Please note that some artists charge for their time creating schemes, while others do it for the love of the art!
Custom Paint Scheme Created Outside iRacing by You
If you wish to create a paint scheme yourself without using our pre-built patterns on iRacing, then you can create a custom paint scheme on your own. The custom paint system is OPTIONAL, you do not need to create a custom car paint scheme to participate or enjoy iRacing in any way. To create a custom paint scheme you will need an art program that is compatible with Adobe Photoshop layered PSD files. The template files themselves which are used to create a custom paint scheme can be downloaded from their respective car paint kit pages at the link supplied above.
The way the custom paint system works is that when you run a car in a race or test session, the simulator will create a folder in your documents\folder. So after you run the Chevrolet SS – Gen 6 car for the first time the following folder will show up:
To view a custom paint scheme you created in the iRacing simulator, you should place a 24 bit TGA with RLE compression enabled in the folder matching the car you designed it for.
You should name the TGA file in the following format:
For example if user 9001 wanted to paint their suit, helmet, and the rt2000 the files would be named like this:
\Documents\iRacing\paint\suit_9001.tga \Documents\iRacing\paint\helmet_9001.tga \Documents\iRacing\paint\rt2000\car_9001.tga \Documents\iRacing\paint\rt2000\car_spec_9001.tga
Some cars however have alpha channels, and will require a 32-bit TGA with a disabled alpha layer. These are generally cars that have paintable window areas, like Australian Supercars. To get this to work, make sure to save your car as a 32bit tga with the supplied alpha channel layer in the template named "Alpha Channel Needed for glass" in the alpha channel slot in the layer rollout
- Helmets and suits are placed in the root \Documents\iRacing\paint folder. They don’t have their own folder like the cars do.
- You can find your account id by clicking on My Account at the top of the member's page:
- The cars can be 1024 x 1024 or 2048 x 2048 pixels in size. The suits and helmets are 512 x 512. If they are the wrong size they are ignored.
- If the sim can't find a custom texture, it will use the defined colors and pattern from the iRacingUI
- A custom texture will be loaded and used even when loading older replays that were made before the custom texture was added or changed. Likewise, custom paints are not saved with replays.
- Custom textures are not automatically uploaded, downloaded, transferred, mailed, delivered, etc, in any way. iRacing.com isn't responsible for the content of a texture created by our customers.
- The only way for other racers to see your custom paint scheme is for them to have your TGA in their documents\iRacing folder. If other racers don't have your TGA, then they will see the car you currently have painted on the iRacingUI's pattern system. If you use a custom scheme, please make sure to also create a paint scheme in the built-in pattern system so that people who don't want or desire custom paint schemes won't see white, unpainted cars. Creating one in the same color can help in situations where you may be referred to by car color.
- Each file has 2 layers dedicated to showing where we stamp car numbers and car sponsors. These blocks are for informational purposes only to give the artist some idea of where those items are placed by our stamping system. Please note that the sponsors included in our sponsor system won't be included on a custom texture. This includes club logos.
- Some cars have several 1-pixel blocks in the corners of the textures. These blocks are used to determine the color of the mirrors, the underside of the wings, and other special components on some cars. These areas are numbered on the template and have a note embedded into the PSD file noting where the colors are assigned on the model.
- In the paintable area folder, there is sometimes a layer for logos that can have their color changed (manufacturer sponsors, etc.). Any logos not in the "Paintable Area" folder and in the "Turn off before Exporting TGA" can't be changed or removed; they are stamped on by the simulator and therefore they should be turned off before saving the final tga to keep from having the items stamped on the texture twice.
- Some cars have contingency logos and other details on the car that can be removed or replaced by using a special decal texture. This texture is a 32-bit TGA that tells the sim what to allow to appear on the car from the "Turn off before Exporting TGA” section of the PSD file. To use a decal texture on your car to remove or add items that normally can’t be edited, add a 32-bit TGA file with an alpha channel in the car folder you wish to edit. So with the previously mentioned Chevrolet Chevy SS, you would add a decal file to the \Documents\iRacing\paint\stockcars chevyss folder. The file would be named:
The alpha channel is used by the simulator to determine what should and shouldn’t show up from the decal TGA . White allows an item to show up, black will hide an item. Please note that some items on a car cannot be removed, even if a decal TGA is used due to licensing or other issues. As with other custom schemes, other users won’t be able to see a decal TGA or custom car scheme unless they also have your files on their local machine.
- You can download all the current templates HERE and click the Download Car Templates button. Or log in to iRacing and go to Account...Customize Paine Schemes...Customize Car(s) and click the Download Car Templates button.