Ever wondered about those human figures you see in 3D modeled images?
Consumer priced 3D models of people still have a ways to go to reach photo-realism. Periodically, I like to try out the latest such model, to improve my skills with them and to check progress in the industry.
I’d like to get your opinions on where this typical 3D model, my work on her and my render need improvement. This version of my scene was touched up in Photoshop.
This is the popular Victoria 4.2 from DAZ 3D, as the ‘Vandra’ character:

DAZ 3D 'Victoria 4.2' - by jim coe
For those interested, some details:
What I used:
Victoria 4.2, Morphs++, the “Vandra” clothing and jewelry, posed and many morph target edits in DAZ|Studio 3, imported to Vue Infinite 7.5, all her materials (textures) edited in Vue, Vue ecosystem as background (1 tree variety, 1 bush variety, 1 underbrush collection), volumetric clouds, single tree (outside frame) to cast shadows on her face, Vue spectral atmosphere, 2 light sources (“sun” and 1 omni fill light), radiosity Global Illumination lighting solution, rendered in Vue. I also used David Burdick’s fine “SkinVue 7.4″ (a Vue add-on product) skin shader to improve her skin, lips, fingernails and eyes. I did some postwork in Photoshop to add hair detail, blur lip edges and such.
Most of my DAZ|Studio morph modifications were for the head shape, eyes, nose and mouth.
For those unfamiliar with this type of 3D modeling:
The base model (the latest Victoria version 4.2) can be heavily modified in the “DAZ|Studio” (my fav) or “Poser” software, using the many dozens of “morph targets” in the “Morphs++” DAZ software for DAZ|Studio.
That is, muscle groups, joints and body parts may be moved, re-sized, re-proportioned, etc. (in great detail) to create different poses, body styles (toned, fat, thin, glamour, etc.), expressions, gestures and such. For example, there are probably 20 morph targets for the nose alone – In addition to different pre-built make up, eye color, eye reflections, wigs and the like. Or you can do such details yourself.
SkinVue 7.4, in Vue, allowed me to also adjust skin imperfections, SSS (SubSurfaceScattering), Fresnel effect (differences in reflection at different angles), veins, texture, eyeball details and lighting, and more.
There are a number of problems with this model and render, which I’ll attempt to remedy in the next version – to improve my skills in this domain. How many can you spot?
Your opinions please on consumer priced virtual human state-of-the-art (or as close as I can get to it)?
_jim coe


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