Built-in Imagegen edit, 2026-10-09. Input: source/JAS39-Gripen/Models/texture.png.

Use case: precise-object-edit. Asset type: production diffuse/albedo UV texture atlas for an existing Saab JAS 39 Gripen 3D mesh, NOT an illustration of an aircraft. Edit target: the supplied 1024 square atlas. Create a high-detail square 2048x2048 or larger version with EXACTLY the same island positions, silhouettes, dimensions, orientations, blank padding, wheels and exhaust areas. This must register pixel-for-pixel under proportional scaling with the existing UVs. Do not redesign/rearrange the atlas, do not move any marking or add aircraft silhouettes. Flat unlit texture only, no perspective, no cast shadows.
Improve the aircraft surface to realistic weathered Swedish service Gripen pale cool blue-grey paint: sharply drawn dark grey flush panel seams, tiny evenly spaced rivet rows, subtle irregular darker grime around existing access panel perimeters, faint airflow streaks running along fuselage towards the exhaust, varied faded paint panels, fine mottled oxidation, limited scuffed panel corners, faint exhaust soot near aft fuselage. Keep weathering restrained and physically plausible, not rusty, not grunge everywhere. Main paint light grey blue, underside slightly lighter. Preserve all ORIGINAL silhouettes and positions including the two opposed side-fuselage strips in upper 40%, the four wing islands in middle, and canards and detail pieces at bottom. Preserve existing aircraft number "179" at both tail positions, exact existing "FARA" triangular intake warnings, yellow low visibility rectangles. Redraw the Swedish low-visibility roundels at exactly their existing centers and sizes: a dark charcoal circular outline containing THREE clear stylized heraldic crowns arranged two above and one below. Existing crown roundels at normalized locations approximately (.38,.199),(.608,.38),(.094,.643),(.426,.643),(.548,.643),(.914,.643). No new roundels elsewhere. Make all markings crisp and readable, subdued charcoal grey (not colorful), slightly worn but NOT blurred. Do not add random fake text. Retain original UV padding color and ensure all edge textures extend a little into padding. The output will be mapped directly onto an existing 3D object. NO render, NO labels around atlas, NO UV grid, NO extra panels outside existing islands.
