Livery Studio Docs
Builder workflow
Builder is the main place where a livery becomes an editable project instead of a loose TGA file.
Start with the car
A project begins with the selected car. That car determines the active paint target, available guide data, and where the finished file needs to go when you push to iRacing.
If a car has panel support installed, Builder can show panel guides and panel-aware selection. If it does not, you can still work from the paint texture, but panel tools will be limited.
Build on the flat paint
Builder edits the flat texture. Layers, imported images, text, shapes, pen strokes, fills, and panel colors are composed into the paint file that eventually becomes the TGA.
This matters because the flat file is what iRacing uses. The preview can reveal placement problems, but the exported file comes from the 2D workspace.
- Use imported artwork when you already have a base design.
- Use shapes, text, logos, and pen work for editable design elements.
- Use panel fills when you want fast coverage on known car areas.
Preview before output
The preview is there to catch obvious placement issues: mirrored areas, stretched regions, number panel conflicts, or details that land on the wrong body panel.
A preview mismatch should be treated as a signal to fix the flat paint or guide data, not as a separate design surface.
Save, export, or push
Builder keeps the project state so the work can be reopened later. Export creates a paint file you can use outside the app. Push to iRacing writes the active paint where the simulator expects it.
Those are separate actions because they solve different problems: continuing a project, handing off a TGA, or immediately testing the paint in the sim.