Shading on 2D Textures What is the Goal

Hi Guys

So i am confused about shading and the actual objective when shading a low poly game character, I have some questions and i hope you guys can help.

1: when shading my character am i accentuating existing features only ?? or am i simulating shadows.
2: If im simulating shadows what light position do i need to consider?
3: Does anyone know of any tutorials that can help me?

Its just rough work for now to get a feel, the darker shadow will be made lighter and blended with the light grey … tbh i have no idea what im doing…

Without Armor

It’s up to your design / intended lighting model. Baked in shadow information in Blender / DCC software will (generally) go with faked / flat shading in your game engine. Baking no shadow info works better for dynamic lighting in your game engine.

One that matches the environment(s) lighting. Ask where are the light(s) located in the game scenes? Are they always casting the same color and intensity of light? Are the light rays always parallel (sun) or do they fan out (point or spot lamp)?

if your tring to shade your character in the textures ,something more like the league of legends
thin youll only shade the highlights and the AO .
dont shade the direct light unless your going for a shadless style

as for the light direction, just shade thing as if the light is coming from abouve
or at least thats how i do things