In order to bring the lighter tones out in the model, adding depth to the textures, we next need to add the darker areas.
As you did with the lighter tones, begin by creating a new layer named Darker Tones, and work your way around the texture pages, focusing on darker areas. These will include the creases in her jeans and recessed areas in her skin.
Remember, when texturing with darker tones, to use darker shades of the color you are painting onto, rather than black. Also, experiment with slightly different tones; for example, try making darker areas of skin slightly redder, and see what results you get.
When you're ready, create a fourth layer called Shadows. Now you can go in and add the darkest areas to the texture, while also implementing some of the minor shadows (Figures 9.13 and 9.14).
Figure 9.13. Kila with darker tones and shadows added (See page C4 for color version.)
Figure 9.14. The texture pages with darker tones added (See page C4 for color version.)
Notice in Figures 9.13 and 9.14 that I have added the shadows that are cast by her hair, belt, and crop top, and in the crotch of the jeans. Although a few game engines do allow the character to receive shadows cast by itself, adding these shadows in the image will help give depth and detail to areas where none exists.
We are coming along well with the textures. We have added highlighting to them, to provide detail and form to the model. Next, we'll go in and add compelling details such as her hair, eyebrows, and tattoo.