Told she has potential for great power, Jinaara is taken in by Nicolas Flamel to learn the ways of alchemy. However, after growing up under his tutelage and even coming to see him like a father, she discovers the maniacal end goals of his research and realizes he’s a madman. In an act of desperation, she steals his magnum opus to stop him from taking over the world, planning to hide the Philosopher’s Stone somewhere he’ll never find it. At least, this is what she tells the outcasts and rogues she’s relying on to keep her safe.
Sound like a premise for its own comic? That’s the problem. I don’t plan to do away with any aspects of Jinaara’s backstory, but I need to make sure Zibal and Kano aren’t overshadowed by shining up those two characters. These three are sharing the limelight!
Jinaara’s design has probably changed even less than the others since I first conceptualized her, but I think the changes are significant. The second pair of gloves and the gold accents do a lot to break up parts of her design that lacked detail, in my opinion.
More fun, in my opinion, is her new coat. I thought the hooded poncho thing was cool when I first introduced it, but I eventually realized it turned a great deal of her body into an uninteresting blob on the page, down to her waist and elbows. While it preserves the impression of a mysterious runaway, the coat allows for more poseability, I feel, since it will follow the outline of her pose instead of concealing it.
On the subject of the 3D model…I’m beginning to suspect that a simple doll, unclothed and uncolored, might be more beneficial than these fully-detailed models. They would be faster to make, and allow me to color more independently. If I were better at using Blender, maybe this wouldn’t be the case, but until I get there, it might be wise to downgrade. It's not like the complete models are that great anyway (you can even see the strap of her top clipping through her chest).
It may also be wise to build each body part separately and parent them to individual bones, rather than let the mesh deform to the armature. I’ve noticed that sometimes the limbs twist like bread ties if you rotate parts of the armature too far, and that can be distracting while sketching over it as well.