And of course there are the Fresnel ramps and alpha channels and diffuse maps and of course you need to at least have a smattering of physics left over from school and a touch of the colour wheel...
...and how to merge colours.
The three main maps in FSX are:
a. The diffuse map and alpha channel - i.e. the livery and other painted bits. Alpha defines how shiny the skin is (how strongly the surface reflects the terrain - i.e. the environment map)
b. The specular map and alpha channel - how the ambient light is reflected from the surface of the material. Standard paint, flip-flop, chromalusion, metalic, satin. The alpha here dictates the angular diffusion of the light reflected by the material surface
c. Bumpmaps. Pseudo surface 3d modelling. The various colour channels RGB normally 'feed' the height and depth values to the rendering machine. Biggest trouble here is that the lighting is unidirectional and you can have a model where the self-shadows indicate the sun is high and left and yet the bumps try to tell you the sun is high and right. FSX uses the red channel in place of the alpha, so you have to learn how to separate out colours and how to flood fill channels.
I tried to put all that in a nut shell, but I can't even manage walnut, let alone hazelnut. Even a coconut is too small for all the info.
As usual, Microsoft only put enough info in the SDK to get you going...
Just to make things interesting, FSX lets you have emissive textures (for night lighting illumination) and damage textures too. You don't want to get involved...
But yes - it's all in the teapot.
For starters.
Just don't get me started on mood lighting. I have had to do acceptance checks for an airline's cabin mood lighting - then light gets complicated, because we humans are so subjective.
The best recipe is experiment - because on top of ALL that need to know stuff, you have to hope and pray that the modeller even read the SDK the same way you do. All to often a pretty model is fouled up for painters because the modeller tries to be clever and insist on making the mdl define how lighting works.
Painting planes can be simple - until you start trying to get the right luminance values and al the rest....