Visual Breakdown: Kyle Busch's 2016 "Unleashing the Beast" Paint Schemes
The 2016 season was notable for the number of special paint schemes Kyle Busch ran in the #18 M&M's Toyota Camry. "Unleashing the Beast" was one of the more discussed concepts that season, and if you're trying to recreate it or understand what went into it, the reality is more complicated than most images make it look. The Beast livery for 2016 was primarily featured on the road course race at Watkins Glen. It carried over design DNA from the 2014-2015 versions, which means you are working with a base that is part M&M's candy shell, part monster truck aesthetic, and part sponsor compliance nightmare. The primary color scheme runs on a black background with red and yellow accents pulled from the M&M's logo palette. The hood features the word "Beast" in a stylized font, and the sides carry the standard M&M's branding integrated with flame or claw-like graphics along the lower rocker panels. The rear quarter panels and spoiler carry additional sponsor decals depending on the race weekend, which is where things get messy.
Paint schemes in NASCAR are not a single digital file. They are a combination of vector-based sponsors, paint mask files, and die-cut decals that layer on top of each other. When I was putting together reference boards for this scheme, I learned the hard way that the "Beast" graphics are not symmetrical. The driver-side and passenger-side graphics are mirror images but with different sponsor placements, which means any template you build has to account for that right from the start. One problem I ran into personally was trying to source the exact Pantone or hex values for the Beast red versus the standard M&M's red. They are not the same color. The M&M's corporate guidelines specify a certain red, but the paint application on the car uses a slightly deeper shade because clear coat and weathering change how it reads under track lighting. I ended up using a color-matched photo from the garage area at Watkins Glen rather than trusting the publicly released renderings. The renders tend to oversaturate the red by about ten percent. The wheel faces are another detail people miss. In 2016, the Beast scheme used black wheel covers with the M&M's character on them, not the standard white or silver. This matters if you are recreating this in a simulator or for a model kit because swapping to default wheels ruins the authenticity of the build.
What You Actually Need to Recreate It
If you are doing this digitally, the workflow is straightforward enough. Start with a 2015-2016 Toyota Camry body shell from your preferred simulator or CAD tool. The #18 geometry is essentially the same across those years with minor aero updates that do not affect the paint layout. Apply a black base coat, then layer the M&M's sponsor files in the correct positions. The hood decal, the side graphic, the rear banner, and the roof all need to be placed separately because each is its own decal layer in the real build. For the actual paint job on a real car, the process took approximately four to six hours for the paint crew at Joe Gibbs Racing, including masking, base coat application, and clear. That is with professional equipment and a dedicated team. A home shop without those resources would be looking at a significantly longer timeline and likely a different end result unless you are using pre-cut vinyl wraps instead of liquid paint. The vinyl wrap approach is worth considering. It cuts the time down to about ninety minutes for a full car, and you can redo it between events if you damage a section. The downside is that vinyl does not look quite as deep as a proper paint and clear finish under direct sunlight, and it tends to show seam lines around the panel gaps if your installer is not careful. I learned that at Road America when a seam popped on the driver-side rear quarter panel during a heat cycle and we had thirty minutes to re-adhere it before qualifying.
Get the Full Details

Where to Find the Files
There is no official public download from Toyota or Joe Gibbs Racing for these files. What exists are fan-made recreations on forums and model-building communities. The most detailed versions I have seen come from Sim Racing and slot car communities where builders reverse-engineer the liveries from high-resolution race photos. These are typically shared on platforms like Slotz, NASCAR simulator forums, and the broader model racing communities. When sourcing these files, check the resolution. A lot of free templates floating around are only 72 DPI, which is fine for a quick reference but completely unusable if you are printing or rendering at scale. The good ones are 300 DPI or higher and include separate layers for the sponsor decals versus the graphic elements. I also recommend verifying the year on any template you find. The Beast scheme changed slightly between 2014, 2015, and 2016, and the sponsor placements shifted when certain deals came and went. A 2014 template will have the wrong sponsor decals for a 2016 build, and that discrepancy becomes obvious the moment you look at side-by-side comparison photos from those years.
Common Mistakes
The most frequent error I see is treating the M&M's branding as a single unified graphic when it is actually multiple separate elements. The M&M's characters, the wordmark, and the "Unleashing the Beast" text all have their own positioning files and must be placed independently. Glue them together in one layer and the alignment shifts during application, which means everything looks off. Another mistake is ignoring the sponsor rotation. NASCAR cars carry different sponsors on different body panels depending on the track and race. The #18 car at Daytona will have different supplementary sponsors than the car at Talladega or the Chase races. If you are building this for a specific event, confirm which sponsors were active that weekend before you finalize the template. A misplaced sponsor decal is an easy thing to overlook and an easy thing for anyone who actually watches the sport to spot. The paint itself also has a gloss factor that affects how the colors read. The real car uses a high-gloss clear coat that reflects light differently than a flat render or a matte print. If you are working in a simulator, bump the clear coat reflection values up. If you are printing, consider a gloss laminate. The difference is noticeable and it is the kind of thing that separates a decent recreation from one that looks like it belongs on a different car.