From PNG to
livery-editor
in three clicks.
Every control, every mode, every shortcut explained. Bookmark this page and share it with your team — no racing-vector knowledge required.
What works vs what doesn't
The 15 KB livery cap means simple, bold artwork converts beautifully — and yes, you can use images with multiple colours too, just keep them not too detailed. Heavily detailed illustrations get stripped down by the auto-rescue. Use these two examples as your reality check before you spend credits.

Flat shapes, 1–3 solid colours, clean outlines
- Solid fills — no gradients, no metallic sheen
- Bold script and chunky shapes survive the trace
- Limited palette — 2 to 3 distinct colours
- Imports as a crisp livery decal with vivid edges

Gradients, metallic sheen, ornate filigree
- Smooth colour gradients flatten into ugly banded patches
- Thousands of tiny filigree curves blow the 15 KB cap
- Auto-rescue downsizes and simplifies — losing scrollwork, gem facets, ribbon highlights
- Looks muddy or "melted" once imported as a livery decal
- Pro tip: flatten gradients in your editor first, OR enable Perfect Vector (Pro plan) to bypass the 15 KB cap.
Not sure which side of the line your artwork sits on? Try a free conversion — the result panel tells you instantly.
Three clicks to a livery-ready SVG
Pick the right mode for your art
Threshold the image to pure black on transparent. Best for line-art, sponsor logos, text, and stencil-style decals.
Use the Threshold slider to set where "dark" ends and "light" begins. Lower = only very dark pixels become ink.
Same as B/W but paints the traced shape in any color you pick (hex or picker). Ideal for team colors, brand-matched stripes, or mono-color iconography.
Groups pixels into N vivid colors using saturation-aware K-means, then traces each color as a separate layer. Best for multi-color logos, flags, and team graphics.
More colors = more paths = bigger file. Start with 4, bump only when you need it.
Pick the trade-off between fidelity and file size
Exactly what each knob does
Transparent backgrounds — two paths
Dense logo? Divide and conquer.
Under the Compatibility Panel, set Rows × Cols (up to 4×4) and hit GENERATE PIECES. Every tile is converted separately, so each gets its own 15 KB budget.
A colour-coded Fit chip + bar on every tile shows how close it is to the ceiling (green = plenty of room, red = over). Click DL on any tile or DOWNLOAD ALL PIECES to grab them sequentially.
In-game, position the tiles in the livery editor in the same grid — they re-assemble into one large, crisp decal.
The Split page splits a raw image into PNG tiles (no vectorization). Use it when you want to pre-slice artwork and then run each tile through Convert yourself — gives maximum manual control.
Paste any SVG, get a livery-safe one back
The Repair page accepts pasted or uploaded SVGs (from Illustrator, Figma, etc.) and strips every element the livery editor can't render: filter, mask, text, image, gradient, script, inline styles, metadata. You get a clean, validated SVG back plus a full diagnostics list.
Keep your work
Get the best in-game result, every time
- Crop tight in your image editor firstTrim excess empty space before upload. Our auto-crop catches most of it, but a tight source = tighter viewBox = bigger in-game decal.
- Start in B/W for logosLine-art and most sponsor logos don't need colour. B/W almost always fits under 15 KB with no compromise.
- Pick High quality + split if detail mattersFor intricate, multi-colour logos, use High quality then immediately split into 2×2 pieces — reassemble in the livery editor for a decal much larger than any single 15 KB SVG could deliver.
- Use transparent PNGs whenever possibleThey skip the bg-detect step and give the cleanest trace.
- If colours look flat in-gameSwitch to High quality and/or boost Colors to 6–8. The tracer preserves saturated hues thanks to a saturation-weighted palette selector.
- Test with a cheap car firstImport the SVG as a small decal, scale it up in-game — this is the fastest way to verify alignment and colour fidelity.
Common issues & quick fixes
- Output looks blank / missing contentYour source probably has a flat background. Click Make background transparent or try B/W mode. For low-contrast content, bump Threshold up.
- Decal appears tiny in-gameCrop your image tighter and re-run — our auto-crop + 1024 px normalization then produce a decal that fills the livery slot.
- File exceeds 15 KBDrop Colors to 2–3, raise Simplification, OR use Split Pieces for a bigger, crisper combined decal.
- Colours look fadedUse High quality and keep Colors ≤ 6. Our saturation-weighted palette preserves vivid hues but dense gradients still soft-average.
- The game rejects the SVG on importPaste it into the Repair page — it strips filters, masks, text and other unsupported elements, and returns a validated copy.
- Split tiles don't line up in-gameImport tiles in the exact grid order they were generated (R0C0 top-left → RnCn bottom-right). The livery editor snaps them precisely if you zero the offsets.
