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Jinx

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JackyCracky

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JackyCracky submitted a new resource:

Jinx - Look inspired by Jinx from Arcane

View attachment 558167

Jinx
Here's Jinx! I don't think she needs an introduction to be honest...

She comes with a CUA hairstyle by the great and legendary mopedlampe (check out his work on the hub or Patreon). This is very easily put on her since it's linked to a clothing item. Just click the clothing item on, and it appears on her head, linked and all. This has her actual braids with the golden clips, and physics. I'm...

Read more about this resource...
 
It would have been amazing if she had the POWDER outfit, either one, the dress or the Chun-Li hairstyle. That Jinx Powder ensemble, no one has done it yet :( Even just the hairstyles
 
JackyCracky updated Jinx with a new update entry:

Fixed feet and shimmer textures + head morph

Had some feedback of people I respect, and fixed some things based on that. Apparently I went a bit overboard with her head morph, making it rounder, too round. So I went back and made it a bit less wide again. Also fixed her foot textures, which didn't get the attention they deserved, and fixed her shimmer face textures so the veins aren't so over the top (they were much too bright based on screenshots of the show). V1 will stay available for download as well, in case people like the...

Read the rest of this update entry...
 
I would argue that the older foot textures is actually better overall.
The new one is just "softer" and removes all the details; which loses the eroticism and uniqueness of the original texture.
I will said, however, the original toes part did seem misaligned with how the shading only went on one side of the toe.
That might be the only part that was "improved" for the feet.

As someone who predominantly only consumes foot content; this is a fairly large downgrade. All the detail is gone for boring "smooth" looking feet, which I can find on 80% of models already uploaded on the HUB.
The previous made more sense both in the artstyle of the character, and in her environment; walking in boots all the time would create such redness.
Some uniqueness in the soles of a character make them more erotic. Individuality and all that; they're "her feet", etc. Now they're generic, soulless (lol) VAM feet.

The existing heel of the soles, sides, and upper pads were fine.
The sole line in the middle was quite nice too; although maybe just a bit too heavy handed.

I think you should go back to the previous foot texture, and just slightly adjust the toes.
Just a touch of red/pink blush, and slightly lower the opacity of the existing red of the toes (although maybe a proper clean up of the baked red AO would be prudent rather than just opacity touching it - it's not horrible, it just needs to make more sense).

Also, a proper soles normal map that actually suits the character can go a VERY long way.
Generating one from the existing texture using a black/white/grey height map in Substance Painter will produce a better results than not having one at all.
Although custom is always preferred, of course - but that's a much harder endeavor.
 

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I would argue that the older foot textures is actually better overall.
The new one is just "softer" and removes all the details; which loses the eroticism and uniqueness of the original texture.
I will said, however, the original toes part did seem misaligned with how the shading only went on one side of the toe.
That might be the only part that was "improved" for the feet.

As someone who predominantly only consumes foot content; this is a fairly large downgrade. All the detail is gone for boring "smooth" looking feet, which I can find on 80% of models already uploaded on the HUB.
The previous made more sense both in the artstyle of the character, and in her environment; walking in boots all the time would create such redness.
Some uniqueness in the soles of a character make them more erotic. Individuality and all that; they're "her feet", etc. Now they're generic, soulless (lol) VAM feet.

The existing heel of the soles, sides, and upper pads were fine.
The sole line in the middle was quite nice too; although maybe just a bit too heavy handed.

I think you should go back to the previous foot texture, and just slightly adjust the toes.
Just a touch of red/pink blush, and slightly lower the opacity of the existing red of the toes (although maybe a proper clean up of the baked red AO would be prudent rather than just opacity touching it - it's not horrible, it just needs to make more sense).

Also, a proper soles normal map that actually suits the character can go a VERY long way.
Generating one from the existing texture using a black/white/grey height map in Substance Painter will produce a better results than not having one at all.
Although custom is always preferred, of course - but that's a much harder endeavor.
Thanks for the detailed feedback! I guess I'm not into feet enough myself but it's good to know - and kind of an eye openere for me - that there are foot/feet lovers on the hub. I will for sure update her again and fix the things you mention, I also wasn't 100% satisfied with this quick fix.
 
Thanks for the detailed feedback! I guess I'm not into feet enough myself but it's good to know - and kind of an eye openere for me - that there are foot/feet lovers on the hub. I will for sure update her again and fix the things you mention, I also wasn't 100% satisfied with this quick fix.
If you would like more feedback, it wouldn't be the first time I've given my opinion and technical help in a professional capacity with regards to both a 3D model or 2D artwork.
Please feel free to reach out in DMs or elsewhere if you'd like to discuss it in a more in-depth capacity. I am passionate about the subject and will gladly help improve a model's feet for the great community.
Both in texture and 3D topology if need be. I can provide many examples, etc.

And yes, there's a lot of foot-related content on the HUB. It's why commonly even generalized Scene will typically have at least ONE foot-related animation included in many such cases.
Some cater much more heavily than others (bless these people). Quality feet is an art. Even subtle changes can make a big difference.
Part of this is due to the fact that the feet are typically in your face or within your vision in close proximity; so even small details become important.

I could go on at length; once again, I'm happy to help you improve - please let me know.
 
If you would like more feedback, it wouldn't be the first time I've given my opinion and technical help in a professional capacity with regards to both a 3D model or 2D artwork.
Please feel free to reach out in DMs or elsewhere if you'd like to discuss it in a more in-depth capacity. I am passionate about the subject and will gladly help improve a model's feet for the great community.
Both in texture and 3D topology if need be. I can provide many examples, etc.

And yes, there's a lot of foot-related content on the HUB. It's why commonly even generalized Scene will typically have at least ONE foot-related animation included in many such cases.
Some cater much more heavily than others (bless these people). Quality feet is an art. Even subtle changes can make a big difference.
Part of this is due to the fact that the feet are typically in your face or within your vision in close proximity; so even small details become important.

I could go on at length; once again, I'm happy to help you improve - please let me know.
Update with new feet textures going live! Thanks again for this valuable feedback mate, appreciate it!
 
JackyCracky updated Jinx with a new update entry:

New feet textures

When cleaning up the original feet textures I went a bit overboard and made them much too flat.
As someone who is not into feet at all (talking about myself here) I didn't give it too much thought.
Thanks for the valuable feedback by user "Canadadry" who IS a foot lover, giving me insight in how a foot texture should look.
It still doesn't include normal maps but I might add those in a future update. Since creating normals for this look is quite some work and not strictly necessary for this...

Read the rest of this update entry...
 
Update with new feet textures going live! Thanks again for this valuable feedback mate, appreciate it!
Hello JackyCracky!
I very much appreciate the shoutout in the patch notes, and the direct thank you in the thread here; I'm glad you took my feedback to heart.
Sometimes it gets a bit stale when a lot of the skin textures on here get reused and all the feet look the same; having some variance is nice so I'm glad you went to touch up the old feet.

Now, let's take a look compared to the originally released feet verses the newest release.
VAMHUB Jinx Feet.jpg


All the major problem areas have been addressed! The main issue specifically being the overly baked AO and mis-colored toes!
The newer ones not only make more sense, but even have slight creases where the toes bend and fold! A huge improvement overall.
I can see you added some slight shading to the outsides of her feet and her heels (where most of her body weight would be), and when zooming in closely on the screenshot; I can ever see you've textured in some light wrinkling to go with the pores of her skin.
Especially noticeable on the left foot where the shadows in the screenshot accentuate her wrinkles.
Bringing back her sole crease was a good play as well.

Overall it's a great improvement on the original texture! I look forward to eventually seeing the normal map you might add to her feet.
You can generate one from her existing texture within Substance Painter if you want to keep the same style and just add some very basic depth.

If you'd like further suggestions, critiques, or improvements on these feet, or other feet you plan to work on in the future; please feel free to reach out via DMs or poke me here again.
I can also suggest some decent foot wrinkle normals that already exist on the HUB that you could potentially use for reference if and when you decide to work on the normals and want to make something original.
If so, please let me know! Have a great rest of your week.
 
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