I don't think the avior has modeled badging apart from the luxury badge that's floating and not flat against the body
This is a fairly simple emblem, which is much easier to create than most modders do with the complicated textures using only square object emblems, such as @Finn Wilkinson, who has created these more complicated textures using only square object emblems so far. --- Post updated --- I used this texture from the existing texture that comes with beamng, just adjust it --- Post updated ---
the ones that come out of the body arent flat, the ones that are against it are and if theres any badging on the engine its also flat
I'm working on a new mod project for sunburst --- Post updated --- So about this vector thing I put it on hold for now, I'll continue it after this sunburst mod project is done
Late reply, but traditionally we use squares (with the texture) instead of modelled badges in exception of a few things (ornaments, or if the badge is part of the grille like in certain cars, e.g Transporter, C-Class, and many others.), this is for optimisation purposes, and a lower polycount in places where full 3D Geometry isn't applicable. BeamNG devs and other developers in other games do this practice. With flat textures, they can look just like, or better than their 3d text counterpart with normal maps, less polygons that aren't necessary. Normal maps, if used in the right way, can add more detail to your geometry, without adding more detail to the final mesh, which could otherwise be used in a normal map.
But this is still quite difficult for me, because it is directly related to making textures, while textures are very time consuming and complicated to make, plus I have difficulty doing it in the world editor, so for me as a beginner this is a good thing as an efficient and easy way to make, while the textures I use are the default textures from the engine.