The top part of a texture is the actual texture, the colors and art that will wrap itself around the AoM unit model in-game. It is separated into different parts of the body, such as arms, front body, back body, legs, etc. Many times the head will be in a separate texture, but in special cases, such as heroes, the head will be included. The bottom half of the texture, the black and white section, is the silhouette of the team colors. Whatever white is showing, the unit's in-game team colors (blue, red etc) will appear at that spot. Notice that wherever a white spot in the lower half is, the same spot in the upper half is white too. This is so the team color will not mix with a texture color in-game, and produce a darker color at that spot. So if you are making team colors at the bottom, make sure the same spot above is white also. If you do not want any team colors on the unit, simply fill in all the white spots and make the entire lower section black. If you are having a hard time figuring out what is what on the texure, use the Color Technique to fix the problem. Do this if you are unsure on a specific detail about the texture, or where a specific part is. Color many different strips of vibrant, bright, vivid colors all around where you estimate it will be. Note, this will not work if you are simply editing the look of an AoM unit, but mainly if you are painting a whole new texture, because you can simply paint over the bright colors later. Be sure to make the colors visually different. Now, the area would look something like this: Now, check it out in-game: The laces would be best put over the red and gold stripes, based on their frontal location on the picture. Do this if you are unsure about the whole texture. Clearly, you can now match up what part of the texture goes to the model by color-coordination. This will give you an understanding of where everything is. That should help you explore your texture as you figure out what part everything is.