Windows Long Paths
Required for reliable file operations in both the Official and Advanced workflows. LiveryLab checks this automatically.
Choose how you want to create and manage your liveries. Each workflow uses its own project library and AC EVO runtime setup.
Complete these setup steps before creating or activating liveries.
Required for reliable file operations in both the Official and Advanced workflows. LiveryLab checks this automatically.
Choose the AC EVO root folder LiveryLab should read from and write to.
Extract `.kspkg` game packages into the selected root before scanning or editing assets. AC EVO normally loads content.kspkg; disable or rename it after extraction so the game uses the extracted content folder. If AC EVO updates the package, run Extract all again before switching back to Advanced. YOU NEED AT LEAST 72GB FREE SPACE ON YOU DRIVE TO EXTRACT!
Restore content.kspkg when needed, switch the SavedCars runtime and remove Advanced LiveryLab Safety hooks before using the Official workflow.
To build the Official car catalog, UV layouts and reusable 3D previews, LiveryLab must read and temporarily extract only the required car resources from the active or a valid renamed content.kspkg into its local workspace. This is not a full game-content extraction and does not modify the AC EVO installation. Initial preparation can take around 10 minutes, depending on system speed.
Verify app folders, game write access and texture conversion tools.
LiveryProjects is for editable work files, LiveryLibrary is the local My Liveries source, and LiveryPackageExport only stores portable package exports.
Scan cars, ready templates and generated thumbnails so LiveryLab can build the Advanced creator catalog.
The Help Guide adds short in-app hints to important controls while you work. Use the Help Guide button in the lower-left main sidebar to turn it on or off anytime.
Each project folder includes a Readme.txt. Please read it before editing files; it explains the project file structure.
Maintenance, storage status and local app basics for your LiveryLab workspace.
LiveryLab records startup, backend and interface errors in a local session log. Logs are kept inside UserData and never written to the AC EVO folder.
Read-only diagnosis for the current AC EVO state: official package mode, advanced extracted-content mode, mixed state or unknown.
Read-only scan of AC EVO's official ExternalLiveries folder and saved-car links.
Select an Official project or read-only library copy that was removed from My Liveries. Restore it locally or permanently delete its trash files. Restored liveries return to My Liveries as inactive. Liveries that were only deactivated are not shown here.
Return AC EVO livery content to its default state and permanently remove matching LiveryLab SavedCars from the user garage.
Restore local liveries that were moved to the LiveryLab trash, or remove a trash entry permanently.
LiveryLab is a focused workspace for creating, inspecting and refining custom liveries for Assetto Corsa EVO.
Online, you may know me as Mikesch or Blumenstein, but my real name is Marvin.
I started creating custom liveries more than 20 years ago with GTR 2 by SimBin, inspired by endurance racing and the Nürburgring 24h. Since then, sim racing and livery design have been a big part of my creative work, including several Nürburgring 24h livery packs for Automobilista 2 on OverTake.gg.
With a background in graphic design and frontend development, LiveryLab brings both sides together: visual design and practical tooling.
Assetto Corsa EVO’s focus on the Nordschleife and its planned open-world environment inspired me to build LiveryLab: a free community tool for AC EVO creators while the game continues to evolve toward 1.0. It is also my first real full-scale app project, and building it has been a huge learning experience.
If you like LiveryLab and want to support the project, feel free to buy me a coffee:
PayPal.me
Thanks for your support,
Marvin / mikesch_thecat / Blumenstein
Default output: LiveryLibrary/Converted/Textures/<car_id>
Default output: LiveryLibrary/Converted/Textures/<car_id>
Default output: LiveryLibrary/Converted/Meshes/<car_id>
Set up the live Photoshop-to-preview pipeline. The renderer will use this project data in the next step.
Create a test `.rimmesh` from a target rim while borrowing only the visible rim and blur meshes from a source rim. Tyre mesh and rim design stay from the target.
Adds a new native rim option to a car. The new option keeps tyre compatibility from the target rim and only borrows the visible rim meshes from the source rim.
Removes only rim options with a LiveryLab marker file. Game-original rim options are refused.
Default output: LiveryLibrary/Converted/UV/<car_id>
.cardesign, .design, visual, mechanical and car final state internally.
Run Setup step 04 again if cars, templates or thumbnails are missing.
Install Official League packs or build distributable ExternalLiveries packs without Garage SavedCars.
Select a LiveryLab League ZIP. It will be inspected automatically before import.
Activate packs for online sessions or deactivate them without touching reused normal liveries.
No entries yet.
Import single liveries, share category-based skin packs or move local LiveryLab data with transfer ZIPs.
Import one LiveryLab livery package into My Liveries. Activate it later from My Liveries.
Export a My Liveries category as a shareable skin pack, or import a skin pack that only contains My Liveries. Categories and known livery dependencies are restored on import.
Use this for skin-pack transfer ZIPs that contain My Liveries only. Use Workspace Transfer for full transfer ZIPs.
Export or import a larger transfer ZIP for moving local LiveryLab data such as My Liveries, app settings, profiles, numberplates, grids and project files.
Create local grid presets from your registered My Liveries. Each entry can carry a custom driver name for AC EVO.
Build baked numberplate PNGs from left door, right door and hood backgrounds plus one shared font.
Reusable driver profiles for driver-specific helmet, suit, gloves and visor assets.
Create local racing tyre brand assets from slick and blur color PNGs. The generated files stay in LiveryLibrary until a skin using them is updated in game.
Skin → Open Project Folder.
EXT_Skin_C.png in that folder. Saving only a PSD, Affinity or GIMP project does not update the preview.
Texture → Reload Texture.
Return to My Liveries and use Activate in Game or Update in Game to apply the result. The 3D Preview itself does not change AC EVO files.
Screenshot area