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GRL Mini is one decalHello everyone.
I need a help making a SVG from this two PNG images for GT7.
Thank you very much in advance.
It's a really bloated file in terms of how all the style information is written, and what's included. SVGOMG will strip out a lot of that. I think saving as plain SVG might help too.Can anyone help me figure out why my svg has such a large file size? This is 144kB on its own.
I suspect I'm doing something wrong in Inkscape when I use Object to Path for the text, because the text seems to have a lot of nodes. I grabbed the text in the pink and blue boxes from this pdf file for reference. Maybe that's why?
Is something like this really impossible to get under 15kB?
Hello all,
Could someone help me with this so I can get this logo as a decal on GT7?
Thank you!
Could I get these numbers without the gray outline
Back again in need of help with this decal please?
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My bad. Left the reference image in the file. Try this one
My bad. Left the reference image in the file. Try this one![]()
This isn't because of the file. It's a vector, it almost literally cannot be blurry (in terms of tags that will work in GT7 at least).but it isn't very clear on GT7, it is actually quite blurry.
No worries, thank you for explanation. As I wrote, I'm no specialist in this.This isn't because of the file. It's a vector, it almost literally cannot be blurry (in terms of tags that will work in GT7 at least).
In game decals appear with different resolutions depending on which car, and what part, they're placed on. For instance, often I've noticed of you're putting it on the 'other' section of the car, it will appear lower resolution, they're also appear to be less crisp on the edges if used on a special paint surface... but that's not the SVG. They will also vary depending on the projection angle type used.
Open the file I uploaded in a browser and zoom in to max, it'll be perfect... 'cos that's how vectors work. Put one one you think is quite clear on the same spot, on the same car, the same way, and it won't be perfect.
Sorry, that's just how it is.
No, as svg's have no resolution. It's a vector path that renders in the resolution of the screen it is viewed on or baked (rasterized with a set or fixed resolution) into an image for use by the target texture/shader, like in GT7.No worries, thank you for explanation. As I wrote, I'm no specialist in this.
I was thinking it was because the image was too small? If I had a higher res version, would that make it crisp on any surface?
Hello everyone!The data size of a SVG file depends on how the image is created, even if the end results may look identical. If an SVG file size is too large and the image cannot be uploaded, you can reduce its size by editing the anchor points and path data of the SVG image. Specialised optimisation software for SVG files can also be effective in these instances. If you use Illustrator you could try to click Object > Path > Simplify. If that doesn't work to well, try this online optimizer to get the size down!
I'm sure by now you all have heard you can import your own user decals to use within the game!
For all you guys and gals out there with little understanding of how to do this, I've decided to make a tutorial thread on how to make those logos ready for upload!
The image type you need in order to use it within Gran Turismo Sport is .SVG. This is short for Scalable Vector Graphics.
This is basically an image that doesn't get any loss in quality no matter how big or small the logo is! Isn't this great?
First, let's start with the basics.
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What are the differences between Raster (for example BMP, Bitmap data) and Vector(SVG)?
The BMP format generates an image using groups of dots. If this type of data is enlarged, the small dots will start to be stretched, making edges of curves jagged or blurred.
On the other hand, the SVG format converts images to numbers when storing them. The advantage of vector data is that even if an image is enlarged, the image quality will not deteriorate, and the data size will not increase either.
The diagram below shows a comparison of an enlarged BMP file (left) and a SVG file (right). On the SVG file, the sharpness of the edges is maintained.
View attachment 690257 View attachment 690256
But remember guys and girls! We have a size limit of 15KB!
Let’s take a look at a comparison of two SVG files generating the same image.
View attachment 690258 View attachment 690259
On the left there's an SVG file that was generated automatically using a non-structured Bitmap image (a collection of dots) as a base, using the auto trace feature of an editing software: unnecessary anchor points can be clearly seen, and they are not accurate either. As a consequence, the file size becomes large.
On the right there's an industry standard SVG file created by manually editing vector data of a Bézier curve: it consists of the least number of anchor points, and each applied with high accuracy. Because of this, its file size is also small.
Now you've got the basics, let's begin with the tutorials!
I want to start off with a video tutorial, much like the Affinity Tutorial(since it is Affinity Designer I'm using), but here you can see more to it! If you use Illustrator or any similar program, it shouldn't be too different to this. Also, if you're unsure how to upload the decals once you make them, keep watching until the end! Here you can see the entire process.
TUTORIAL #1: ILLUSTRATOR
What you want to do is to download an application an application that handles .svg files. For the first tutorial I'm going to show you a real easy way using Adobe Illustrator CC. This application can be downloaded for free for Windows and Mac OS, and has a 7-day trial.
This method works great if your logo is simple, because like we've just covered, this will create unnecessary many anchor points, and bring size up. Most single and two-colored logos should work fine this way though, so don’t be afraid.
Okay let's begin! Find a decent logo that has some size to it already if you're able to. For this tutorial I've chosen to use a Speedhunters logo.
View attachment 690260
This logo is 900x900, not particularly big, but it isn't too bad in terms of quality, so it should work fine.
Open up the image in Illustrator.
View attachment 679418
Then click Window > Image Trace. This will open up the bar you see on the right side on the image above.
View attachment 679419
Play around with the settings you see here, until you're happy. Choose ignore white if you want the white to be transparent. This is especially important if you're working on a logo that is any other color than white, or else it will make a white box around the logo, and inside letter like O, A etc..
Edit the mode if you plan on choosing a multi-color logo, and set total amount of different colors. The fewer colors the better.
And you're done! This method should work for most images you find. All that is left is to export the image, don't forget to choose SVG!
View attachment 679422View attachment 679421
The finished result can be seen or downloaded here.
Enjoy making decals for Gran Turismo Sport!
Good sites to find pre-made vector logos:
WorldVectorLogo
Brands of the World
Logopedia
Instant Logo Search
Wiki Commons
Nope, I redrew the logo from a blank screen, so the resolution of the image you first posted doesn't matter. You can use a site like https://cloudconvert.com/svg-to-png to turn the SVG I made into a much higher resolution PNG file, like this...I was thinking it was because the image was too small? If I had a higher res version, would that make it crisp on any surface?
Okay, thank you, and I'm sorry for bothering you again with this.Nope, I redrew the logo from a blank screen, so the resolution of the image you first posted doesn't matter. You can use a site like https://cloudconvert.com/svg-to-png to turn the SVG I made into a much higher resolution PNG file, like this...
View attachment 1390357
But it doesn't matter what you then do with it, you won't get a better SVG from it, and it will still only appear at whatever resolution PD convert it to when its used in the game.
Thank you for your comment.No, as svg's have no resolution. It's a vector path that renders in the resolution of the screen it is viewed on or baked (rasterized with a set or fixed resolution) into an image for use by the target texture/shader, like in GT7.
There is a little bit of wiggle room to max out the baked decal resolution in GT7 (if you search for identical decals in the Showcase, some are smaller than others). But as far as I can tell, the svg provided by Matsi already uses the full resolution the GT7 decal uploader offers.
However, the logo could also be split up into multiple pieces and assembled back together on the car.