FH6 Livery & Design: How to Create Custom Paint Jobs

Published: May 13, 2026 · 9 min read

The Livery Editor: An Overview

Forza Horizon 6's livery editor is honestly one of the best design tools in any racing game I've touched. It's a layer based vinyl system. You stack shapes on top of each other to build anything from a basic two tone to full race car replicas that look like they took a professional design team weeks. FH6 added some legit upgrades over FH5. Gradient tools that weren't in the last game, a snap to symmetry toggle that actually works (FH5's was buggy as hell), the layer cap got bumped to 3000 (I've hit it exactly once doing a GT3 replica), and the color picker now accepts hex codes directly. That last one alone saved me hours of eyeballing shades and getting it wrong.

I've been making liveries since FH4 and the jump from FH5 to FH6 brought more quality of life improvements than I expected, like genuinely surprising stuff that I didn't think they'd actually fix after years of the same jank. Most of what I know came from trial and error. Lots of error tbh. Actually y'know what lemme tell you about my worst one, just so you know what NOT to do. I spent 8 hours on this Martini Racing Lancia Delta replica back in FH5 and I was so proud of it, like showing my friends screenshots and everything. Then I realized I'd placed all the stripes on the wrong side of the car because symmetry mode got turned off somehow about 2 hours in and I just never noticed because I was so zoomed in on individual panels the whole time.

Eight. Hours. Gone.

And I had to redo the entire left side from scratch while my buddy was laughing at me in Discord the entire time and honestly I deserved it but it still stings when I think about it, like I genuinely get a little twinge of annoyance every time someone mentions Martini liveries even now and I cannot look at a Lancia Delta the same way anymore. That's the kind of mistake that makes you wanna uninstall for a week and question whether you should even be allowed near the livery editor ever again but somehow you come back because the results when it actually works are just too satisfying to give up on.

Anyway here's what actually matters if you wanna make stuff that doesn't look like a 5 minute rush job.

Getting Started: The Editor Interface

Right then. Let's actually get into it.

Base Paint (Do This First, Seriously)

Before you touch a single vinyl, set the base paint. I mean it, just do this first. This is the color that shows thru unpainted areas and I've forgotten to do this and had to redo entire sections bc the default color looked wrong under my decals and it made me wanna scream, like actually close the game and walk away kinda frustration. You've got a few options and they all have their place and honestly half the battle is just knowing which finish works for the vibe you're going for.

Vinyls: The Building Blocks

Vinyls are individual shapes you slap onto the car's body panels, and the editor ships with hundreds of predefined shapes organized into categories. But honestly like 80 percent of everything I make uses maybe 5 shapes just stretched and layered creatively and then distorted and recolored and combined in ways the original designers probably never intended.

It's sorta ridiculous how far you can push a basic rectangle when you've got enough patience and enough time to just sit there fiddling with the scale and rotation sliders for 45 minutes straight until something clicks and suddenly a boring square becomes a perfect fender stripe.

Layer System Explained

Alright so layers. The thing everyone messes up.

Every vinyl you place is a layer and they stack. Highest numbered layer sits on top visually. Think of it like sheets of paper. Each new shape covers whatever's below it.

Seems obvious right?

But I've watched people fight with their layer order for 20 minutes straight, furiously deleting and readding vinyls and getting more and more tilted, before realizing they just needed to drag one layer to the top and that was the entire problem and they could've been done ages ago. Happens to everyone at least once. And then you feel like an absolute idiot for half an hour and your friends never let you forget it.

Layer PositionVisibilityUse Case
Lowest (Layer 1)Partially or fully covered by layers aboveBackground shapes, base patterns, large color blocks
MiddlePartially visible between higher and lower layersStripe patterns, gradient transitions, secondary details
HighestFully visible, covers everything belowSponsor logos, race numbers, text, final details

Layer Management Tips

Color Matching with Hex Codes

Ok this one's actually important.

FH6's editor accepts hex codes directly and this is honestly huge for replicating real world colors. No more eyeballing and hoping it looks right. To use it:

  1. Open the color picker for any vinyl or base paint.
  2. Select the Custom Color tab.
  3. Enter a 6 character hex code (like FF0000 for Ferrari Rosso Corsa red).
  4. Adjust material type (gloss, matte, metallic) after setting the color, the order matters.

Common racing hex codes that live in my notes app and I'm just gonna share em here because why not: Ferrari Red (FF2800), Gulf Blue (009DE0) and Gulf Orange (FFA500), Martini Racing Blue (213E8F) and Martini Red (D52B1E), Marlboro Red (C8102E), Rothmans Blue (003399) and Rothmans Gold (C4A35A), Castrol Green (009639) and Castrol Red (ED1C24), and honestly like a dozen more that I've collected over the years from random forum posts and YouTube videos and trial and error.

These aren't necessarily official or anything but they're what I've found looks right in game after testing a bunch of variations. Some of the official brand hex codes look weird under FH6's lighting which is sorta warm and golden compared to FH5's more neutral lighting, so I tweaked em and honestly they look better now than the real thing.

Gradient and Mask Techniques

This is where it gets good.

Creating Smooth Gradients

Before FH6 making gradients was a massive pain involving stacking tons of thin rectangles with progressively shifted colors. Here's the old manual method for reference (in case you're on an older game or just hate yourself) and then the new one that actually saves your sanity.

  1. Place 20 to 30 thin, tall rectangles across the gradient area.
  2. Color each one slightly lighter or darker than the last, stepping from Color A to Color B.
  3. Adjust transparency on each. Middle rectangles semi transparent, edges opaque.
  4. Group everything and add a slight blur from FH6's vinyl settings.
  5. Or just... use FH6's new Gradient Fill tool on a single shape. Pick two colors and it auto generates the smooth transition. Saves dozens of layers and looks better and it's like why did this take 3 games to add honestly. The old method still works but honestly there's zero reason to suffer thru it anymore unless you're going for a very specific effect or you're some kind of vinyl purist who thinks convenience is cheating, which I respect but cannot relate to.

Using Masks (Cutout Technique)

Masks let you create shapes with holes or complex outlines without burning thru hundreds of layers. It's a color to transparency trick that takes some practice to wrap your head around but once it clicks it's incredibly powerful.

The masking system is how top designers pull off dragon scales, mechanical patterns, and intricate logos without hitting the 3000 layer cap and it's basically the difference between something that looks like a professional design and something that looks like someone discovered the circle tool and went nuts with it. I still mess it up when I haven't done it in a while, it's not the most intuitive thing and the documentation is nonexistent so you sorta just figure it out through trial and error and YouTube videos from people who are way better at this than me. The key insight is that Multiply blend mode plus pure black equals hole and once you internalize that the rest makes sense. Mostly.

Symmetry and Mirroring

Half the work. Literally.

Most cars are symmetrical (some have slightly offset body panels but that's rare and usually not noticeable). FH6's mirroring tools literally save half the work and if you're not using them you're making life way harder than it needs to be.

Sharing and Downloading Liveries

The whole point honestly.

Sharing Your Designs

So you're finally done. Or done enough.

Once you're happy with it (or sick of looking at it, whichever comes first), share it with the community. Here's the flow.

  1. Go to My Designs in the Creative Hub.
  2. Select the livery you wanna share.
  3. Hit Share Design. The game spits out a unique Share Code that other people use to find it.
  4. Add tags. Race, replica, drift, anime, abstract, whatever fits. Tags are how people actually find your stuff in searches so don't skip this.
  5. Optionally set a price in credits. Most popular designers charge 10k to 50k. Free gets more downloads but zero credits, so up to you and what your goals are.

Tips for Getting Downloads

Downloads. The currency of validation.

Anyway that's the social media thing in a nutshell.

Downloading Other Players' Liveries

To grab a community livery and slap it on your car, which honestly is half the fun of the game and I probably spend more time browsing designs than actually racing at this point:

  1. Go to Creative Hub and select Find Designs.
  2. Search by Share Code if you have one, or by car model or tags if you're just browsing.
  3. Preview in ForzaVista mode so you can spin around and inspect every angle before committing. Don't just look at the thumbnail and apply, that's how you end up with a livery that looks great from one angle and terrible everywhere else.
  4. Select Apply to My Car. The livery saves to that specific car and stays there until you change it.
  5. You can Favorite a designer to see their future uploads. I do this for a handful of creators whose style I consistently like and it saves me from having to search every time.

Tips from Top Community Designers

Stuff I wish someone told me years ago. Ngl.

Workflow: Replicating a Real World Livery

Here's the actual process I use when recreating something like a Gulf Oil Porsche 917K. This is basically my mental checklist every time I start a new replica and I've done enough of these now that it's pretty much automatic but I still follow these steps in order every single time because skipping steps always ends in regret.

  1. Reference images: Find photos of the real car from every angle. Front, rear, both sides, top, and close ups of logos. More is always better and I cannot overstate how much easier this makes the whole process. I usually save 15 to 20 images to flip thru while working and having them on a second screen is ideal but even just your phone propped up next to you works fine.
  2. Base paint: Gulf Blue (009DE0), metallic finish. Set this first so everything else sits on the right foundation. If you get this wrong nothing else will look right.
  3. Gulf Orange stripe: Rectangles and custom shapes to trace the orange band. The stripe needs to follow the car's body lines, not just be a straight line across. Symmetry mode on obviously, unless you enjoy doing everything twice.
  4. Sponsor decals: Gulf Oil logos (the editor includes em thankfully), then period correct stuff like Goodyear, Bosch, Shell. Placement matters a ton. Match the reference photos as closely as possible or the whole thing falls apart.
  5. Race number: Classic font, white circle background for that vintage number plaque style. Size it proportionally, too big looks cartoonish and too small looks lost.
  6. Detail work: Pinstripes along panel edges, mirror decals, small accent lines. This is the part that takes forever but it's also what separates good from genuinely great. Nobody will consciously notice the pinstripes but they'll feel that something's missing without em.
  7. Final review: Side by side comparison with reference images. Adjust colors, sizes, positions. Repeat until it doesn't bother you anymore or until you genuinely cannot look at it for one more second, whichever comes first. There's always something that could be better and you gotta know when to call it done, otherwise you'll be tweaking the same stripe for the rest of your life and never actually publish anything.
  8. Share: Name it Gulf Porsche 917K Replica, tags: Replica, Porsche, Gulf, Vintage, Racing. Then post it somewhere and hope people like it as much as you do.

And then you post it and hope. That's basically it.

But y'know. Anyway.

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