I suggested placement of the numbers under the norm and spec maps as well as separate number fonts, both of which were shot down, but please consider this because I think it could be very effective.
OK. You guys have seen plenty of skins made with AMA-style plates. The traditional number plate .jms don't really work well for this, and the numbers on the 2010 KTM are annoying when the skin doesn't have AMA-style plates. (AMA-style plates references the way that the sideplate numbers are only 3 inches tall, such as on the 2010 JGR bike that I made graphics for)
Here's an example of a skin with AMA-style plates:

Now, what I thought of is a system similar to making number fonts for the game - you set a red pixel in the top right corner of each number. What if you did something similar, perhaps a box in red, to set where the numbers went instead of a .jm?
Here's an example of it. In the first picture, I have set the number boxes on top of the skin to show where it would line up. The second picture is just the number boxes over a gray background - essentially what the .png for the number boxes would look like. The number would probably need to be stretched to fit the box because the sideplate numbers are squashed a bit vertically, but don't mind that. Also, this could be done with 1 box for single digits and 3 boxes for condensed numbers. I would name it yz250f-2010f-JGR 2010_numberstwodigit or something like that.


If it would be possible to set the numbers simply on the bike UV, it would work very efficiently because the numbers could be under the normal and spec maps and look like they are skinned on, just like real graphics.
You could obviously set the rotation with the boxes if perhaps the left side was pink, the top blue, the right side yellow, and the bottom side red so that the game would know how to place the numbers. (I thought of this after I made the pictures, so that's why the pictures aren't like that)