both in blender and in photoshop. get most of the detailing in blender, bring it in photoshop to sharpen details, adjust colors and tweak things here and there, work again in blender to fix any parts of the UV that are not a smooth transition and repeat the process till complete.
mark seams unwrap save uv paint the overall color and rough details in blender save UV image open in photoshop (or any other paint/edit software) detail/edit save image refresh uv image in blender. repeat process as needed. (its not as tedious as it sounds lol)
it can all be done in blender but if you are doing low poly and want small uv resolutions is better to do tiny (almost pixel) details in photoshop or gimp since blenders brushes can't really get to detailed on small UV's.
Hnnnnn. It's so beautiful. All the scale details, and the colors you chose. He's like a warm sunset or early sunrise, and the way you did the scales and shading on its neck make the muscles seem to flow so wonderfully. The subtle contrast between warm and cool colors, especially around the throat, are perfect. <3
I'm looking forward to seeing how you rig him (saw you mentioned you were doing a timelapse of your progress on him). I do a bit of animating myself, and rigging is always a challenge, so it's interesting and helpful to see how other people approach challenges sometimes.
wow, such amazing, such graphics, such dragon o.o I like it! <: I think Zbrush let it more realistic, but in Blender ir more simple and clean, I don't know... whatever, I love dragons, imagine a dragon game ;o; Now he needs to spit flames!
Not true. Blender can make reality grade graphics no issue. But this is a low poly model intended as a low spec game asset at only 3k tris as a boss enemy. As for texturing I prefer stylized graphics like in ff11, f12, monster hunter, anime jrpg etc. Go to blenders website and look their latest video demo and you'll see that blender has amazing creative posabilities if you can learn the cycles renderer.