Bingo, you got it spot on, i coloured them in Blender, then baked the colours to a texture, i then baked an ambient occlusion texture to a separate file, then in GIMP i set the two textures as separate layers (colour on the bottom, AO on the top), then set the AO texture to 70% opacity and Multiply, then saved the combined out as .dds
I find that the inbuilt SAO in GG is a little uniform and washed out for my liking, which mans that ridges, crack, corners etc don't feel like they have enough depth. By adding AO directly to the texture and using the inbuilt SAO you get a less uniform shadow, with it being darker inside ridges, cracks, corners etc. giving it more a feel of depth.
It also has the benefit of allowing you to disable SAO to improve performance and still have a fairly decent "fake" AO.
Also another tip i learnt, when using plain colours to texture an object, try not to use pure colour, always use shades and off colour, they look a lot less fake and out of place.
For example this:
will always look more realistic than this:
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