Texture is in the translucence of the petals. After a filmic curve to increase contrast, I put in a control point curve to darken the background to a sour mood. The tint is from a red control point curve, moved to subract rather than add.
Sometimes, I’ll work the colors to abstraction before applying the grayscale, which can mess with folks’ expectations in an interesting way. You can do things in monochrome that color won’t tolerate…
If consistent is important, you might consider anchoring your after-conversion toning to a style of printing paper. I’d just eyeball something like warm Agfa, but if you wanted precision you could use a spectrometer to measure the darkest tones of a print, then use a per-channel curve to match the RGB difference…
In essence, it is about reducing three channels RGB to one Grey (or GGGA, etc., depending on your host editor). How you do this is subjective, unless you want to replicate what monochromats see (those who cannot see colour at all).
One thing worth considering is resolution. By that I mean, each channel may resolve detail and be affected by noise and other artifacts differently. When manipulating the data, you have to be careful not to give them too much emphasis. Otherwise, your image would not be pleasing. Of course, you could attempt to mitigate them before doing your Colour to BW conversion.
I see. In the first case, you would have less tools available for you to deal with artifacts, restricted to only the raw tab. Any module outside would have less of an impact on the correction. In the latter, you would need to experiment to find a good balance between getting rid of them and sharpening because mitigation techniques tend to soften the image.