"During your joruney at making texture modding, some artifacts at trying to fix the original game texture to do an entire new thing can turn into a nightmare. people of course not always will manage to replicate 100% perfectly an exact same thing like before, however, to enhance the quality of your skin, by having intact panel lines, decals, and interior details, turns your skin experience more easy"

Q : What is a "Vanilla" template?
A : Not leaving into infamous or literal terms of the word, Vanilla is used to describe a full light grey, or white aircraft paintscheme by complete, without highlights on nose color for example. expert skin creators with a well knowledge in Photoshop and patience can make a Vanilla template by your own separating details from stock textures with wheatering applied, cleaning aspects like for example, a camouflage. Vanilla templates are most well known in games like Flight Simulator X, DCS World, IL:2 Strumovik, and War Thunder modding scenarios, made by various skin creators with the main focus in help people to get quality on your own skin.

Example :

This is a joint project made by me, along with other expert users with time, our main focus/goal is to have ALL the Ace Combat 7 aircraft roster with a vanilla template for each one, so users which didn't had a vanilla before and still has the original texture project stored, can go back, and replace with the template on the plain colors to enhance the quality. So make sure at sometime revisit your older skins and make use of the vanilla templates for releasing a new version. any doubts, make sure to contact the users involved in this project.

Minimum requirements to qualify a good vanilla template for submitting to Codename VANILLA repo :

-Separation of Mechanical Instrument details in a separate layer, with them separated, those play a important task in using for mantain MREC of the same intact by selection³, intakes enter in another aspect, leaving them separated is good too, however if the user is interresed in modifying their color, just move them down the "COL" layer.
-Recreating of the aicraft decals, mostly in White/Black plain color for custom color input, be the most close to the original, in separate layer/image.
-Removal of any explicit artifact during the process of creation of the vanilla, examples begin really bad clone stamping that can be noticeable by closer eyes¹
-Intact panel lines, by recreation or heavy editing, main colors to the vanilla begin light grey, or plain white with wheathering shading, the user can leave it plain white and use light grey as option, however if the template comes in light grey, the user can desaturate and increase brightness of the same to turn into a white template.
*-Recreation of the texture's own original patterns(e.g. Camouflage) for expanded reference.
-.PSD file for the vanilla, with layers of decals, interior, plain color and etc stored into folders, also decals if vectorized in Illustrator or Inkscape², make sure to import them as Smart Objects, good for resizing and quality presevation(unless the vector of the same use simple methods like mashing "aaaa" to replicate small text fidelity like OG texture).
*-Build the light grey/white texture as a skin itself.
-Rebuild of the MREC(Metalness/Roughness/Emissive Color/Custom Data[Emission Glow]) maps, mantaining the original wheatering detail points³

* = Optional

¹ = Artifacts can easily be missed on purpose, so if found, you are free to reupload with fixed details, a protip to avoid this to happen, is when working already for 3 or 5 hours, take a break, run around the house or do another activity(e.g. Read a book, or play a video-game, portable or standalone), when back, you addicted vision will be gone, so you will notice better the artifacts
² = as related by a recent version CorelDRAW user(Godrugalultimate), he had some serious problem when dealing on importing vectors in Photoshop, thanks by different .SVG support of faults of the SVG import.
³ = MREC mostly are composed in RGBA layers, to separate details without suffering of only be able to paste in Index mode, paste the layer of the instruments for example, with all channels active, then you can edit those by going into their individual slot without affecting major parts.

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