I'd be careful with the values on your texture map, although it's hard to gauge since it looks very early in the texture stage.
I'm going to take a guess and say that dark a trim is going to be difficult to view as anything other than too dark a muddy black in a game engine. Sure, you'll be able to get it lit enough if you place an intense light source close by, but that will probably have to be so bright it will end up washing out all of the other lighter textures creating a difficult situation.
Also, when you start painting over your base colors, don't forget to introduce slight color/hue/value shifts with some of your strokes. Mixing in a subtle hint of different colors here and there helps prevent a piece from looking so monochromatic.
How you handle your UV's are pretty important too when it comes to being able to easily handle painting by hand, so feel free to post the actual texture map as well.
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I'm going to take a guess and say that dark a trim is going to be difficult to view as anything other than too dark a muddy black in a game engine. Sure, you'll be able to get it lit enough if you place an intense light source close by, but that will probably have to be so bright it will end up washing out all of the other lighter textures creating a difficult situation.
Also, when you start painting over your base colors, don't forget to introduce slight color/hue/value shifts with some of your strokes. Mixing in a subtle hint of different colors here and there helps prevent a piece from looking so monochromatic.
How you handle your UV's are pretty important too when it comes to being able to easily handle painting by hand, so feel free to post the actual texture map as well.
Keep it up!