You can use multiplacative mode colouring in code. Take a base texture, and use the alpha channel to mask areas that you want recoloured - white=100% colour, black=0$. That way you can not only mark the areas you want to change, but have fade in/out.
Thank you for that, I will pass it on to our XNA coder guy. The first real application of this is going to be letting the player choose from 5 different skin tones, rather than have another texture for each one, we would like to set that on the model, and have the texture handle highlights, and baked shadows. We'll have to…
I am trying to wrap my head around this. I want to create a texture that contains come details and colors, highlights, and shading, but if a programmer changes the underlying object color then large portions of the texture will change color but retain their shading. Think of a game where you can dye portions of your armor.…