*grins* Naturally, I feel compelled to say yes. To figure out the texture for a specific armor, you need three things:
1. The row of the armor in baseitems.2da.
2. The row in appearance.2da.
3. The Texture Variation entry in the armor's .uti file.
In baseitems.2da, a row has two columns of note: itemclass and bodyvar.
The itemclass entry is the "root" of the texture name for the item's icon. For example, the Combat Suit in K1 is Armor Class 4 in baseitems.2da. The itemclass entry for that row is "a_Class4". The icon file's name is generated like so: "i" + + "_0" + . Using the Combat Suit as an example again, the Texture Variation is "1", so this would be treated as "01" by the game. Combining the itemclass for the Armor Class 4 row in baseitems.2da, we finally get a name of "ia_class4_001" for the icon texture.
The bodyvar entry indicates which "model*" and "tex*" columns of the appearance.2da row to use. Since the body var is "C", the Armor Class 4 items use the "modelc" and "texc" columns. For the typical row in appearance.2da the modelc column would be "PFBC*" for females and "PMBC*" for males (where the * is "S", "M", or "L" depending on class in K1); similarly, the texc column would be "PFBC" for females and "PMBC" for males. So looking at the Combat Suit's Texture Variation of 1, the game would again see it as "01" and this is added right onto the texc entry. For females, the Combat Suit would use "PFBC01" and for males it'd be "PMBC01".
For other items that aren't armor, the process is the same, except you would use the Model Variation field from the .uti file.