Review: DAZ 3D’s Victoria 8

Victoria 8: an evolution

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Image courtesy of DAZ 3D

Well, I’ve gone and sunk a good number of hours into playing with the Victoria 8 Pro Bundle, and I have to say I’m pretty impressed, not so much with the content of the bundle, as high quality as those products are, but with Genesis 8 Female and Victoria 8 in general. We’ll get to the content later on.

In every way, DAZ has improved Genesis 8 over Genesis 3, which was a huge departure from Genesis 2, though something of a less exciting release. DAZ has stuck with the “General” weight maps, introduced with Genesis 3, which continues DAZ’s direction of making their figures more compatible with third-party applications. Similarly, DAZ has changed the default pose, to be more current. Daz state this is meant to facilitate content creation.

For content creators, the move away from TriAx weight map is a mixed blessing. Instead of having to deal with many, many weight maps, they now have to contend with dealing with many, many JCMs, some of which will run amok and require lots of corrections.

Genesis and Victoria 8 aren’t a revolution over the previous generation, but it is a very nice evolution. The default Iray materials are a significant improvement, and incorporate new additions to DAZ Studio’s Iray Uber Base.

Genesis 8 base mesh

Inspecting the geometry, and comparing Genesis 3 and Genesis 8 side-by-side reveals they are cut from the same mesh. G8 is slightly lighter on the poly count, coming in at roughly 16.6K vertices, vs G3’s 17.4K, which again was less than G2’s 21.5K.

Arguably, and not without merit, Genesis 2’s mesh offered the most physically accurate base of any of DAZ’s figures to date, but along with that mesh comes a very hard, and toned figure. The mesh offered clear muscle boundaries, and deforms very nicely with the TriAx weight maps, but perhaps as a general base, from which to build new characters, the mesh is too specialised. Some areas of the mesh were messy and perhaps, needlessly intricate.

Genesis and Victoria 8 continue the simplification that Genesis 3 introduced, and while the meshes have been getting smaller, DAZ has clearly been working hard to refine a figure that offers a compromise of detail and simplicity. Many areas of the G8 are much improved over the predessors, including G2 (the figure I have primarily worked with up to this point). The shoulders and neck of Victoria 8 are a nice example of these improvements.

Left to right: V8, V7, V6. Victoria 6 wins the cute award, but V7 shows better and finer details, particularly with expression morphs. V7 apparently never learned how to smile.

Left to right: V8, V7, V6. Victoria 6 wins the cute award, but V7 shows better and finer details, particularly with expression morphs. V7 apparently never learned how to smile.

Genesis 8 muscle flex and more realistic joints

For me, this is one of the biggest changes for Genesis 8. With each figure iteration, DAZ has been working on improving the realism of joint deformation, and with the new muscle flex JCMs in G8, the figures are looking better than ever. I did a quick bicep flex comparison between Victoria 8 and G8 and found that the morphs are present in both figures (which logically flows), though V8 has a more nicely defined and significant bicep bulge.

I also tested the bicep flex between Victoria generations and found, unsurprisingly, that V8 does have the best bulge. In the past this was something that DAZ’s Published artists would create products to achieve, and they probably will still do so. There is always room to improve the base figure and morphs.

Below are demonstrations and comparison of bicep bulge, or lack there of. The first image also makes use of the Head and Body Morphs.

Genesis 8 and Victoria 8 backwards compatibility

Texture compatibility

Genesis 8’s UVs are almost identical to Genesis 3’s. Overlapping them in LightWave we see this quite clearly. The biggest deviation is the eyelashes (not shown here). With G8 the eyelashes have been moved to a separate mesh. Seemingly, reversing this direction, the finger and toenails have been welded into the base mesh. I’m not sure of the reasoning behind these design tweaks, and I’m not going to speculate and risk being horribly wrong (that would be embarrassing).

Victoria 7 and 8 UV maps compared and overlayed in LightWaveThe benefits of having such closely matching UVs are obvious: once again, DAZ has given us the option to use the textures of the previous generation figure, something that they were heavily criticised for breaking with Genesis 3. So while we don’t have out-of-the-box texture support for G2, or older figures, at least we can keep our favourites from the previous generation (assuming you adopted G3).

Victoria 8 selfie styled image demonstrating Victoria 7 texture compatibility.

My rather pasty reworking of a Victoria 7 character texture set on V8.

Also on the topic of UVs and texture compatibility, the genital geograft prop that come with the Pro Bundle of Victoria 7 and 8 share identical UVs. I only got to check this out because I got the V7 Pro Bundle included in the purchase of V8 (nice!).

Genesis 8 hair and clothes compatibility

Whereas texture compatibility is limited, hair and wardrobe compatibility is much more extensive, though, as with previous generations, still subject to the limitations of the Autofit Tool. Where Genesis 3 offered us compatibility with G2 content (extended with further scripts), G8 gives us compatibility all the way back to Genesis. There is little doubt this will be expanded (by PA add-ons) to include Generation 4 figures such as Victoria and Michael 4.

Hair

Autofitting hair from previous generations does a nice enough job, and will generally keep most morphs, though additional rigging is lost (a disappointment we have all come to live with). It is a little perplexing to see morphs disappear from the shaping tab, but generally, these morphs can also be found in the parameters tab. Some longer hair props could use some additional work on their weight maps to get them working at their best. There are some work arounds to fit hair, and keep the additional rigging, though this might be a topic for a future tutorial.

Wardrobe

We are all familiar with this process by now, and generally we know what to expect. Items, like panties, tend to get trashed when they are converted from one figure to another, as are details of pants, such as belts, buckles and pockets. Some of these issues can be fixed with a simple smoothing out with the weight brush.

Tau Ceti Overseer native fit on Victoria 6 (right), and Autofitted to Victoria 7 (right).

Tau Ceti Overseer native fit on Victoria 6 (right), and Autofitted to Victoria 8 (right).

Generally, the more extreme a pose the more we will come up against the limitations of Autofit. A pair of pants, for example, might look fine with a walking pose or animation, but when crouching, where the legs are bent up quite far and to the sides, distortion in the crotch is likely to be quite noticeable. Luckily, for those that don’t want to get into weight mapping and morphing, lighting and textures can hide a multitude of sins.

G2 item autofitted to V8 (left). Quick weight painting fix (Right).

G2 item autofitted to V8 (left). Quick weight painting fix (Right).

Long dresses and skirts tend to suffer more than a lot of other items when converting between figures, especially for ones that include additional rigging to control the flow of the longer fabric. Again, there are work arounds for retaining the rigging, but that goes beyond this review.

Poses

Genesis 8 backwards compatibility with poses is limited, but there is some functionality. I found that the arms were the least responsive. At best you have a horribly butchered base to work from, at worst you’ll be rolling on the floor laughing (which is actually good). The key is to have low expectations in this area.

I found that there was actually greater compatibility between G2 to G3 poses then there was from G3 to G8.

testing poses on various generations of Victoria 8

The inverse is also true. G8 pose on V6 (left), V7, V8 (right)

Victoria 8 Pro Content

Victoria 8 posing in red and black custom shader Andromeda outfit. One of my biggest criticisms of DAZ’s Pro Bundles, from G2 through to present, is that other than additional content (which while good quality, is obviously consumer oriented) and genitals, there is nothing to distinguish the starter and Pro Bundles. There is no extended functionality, which one expects from the title “Pro”.

My memory could be faulty, but I seem to remember the original V5 and M5 bundles coming with the Evolution Morph Bundles, which included the head and body morphs. I have gone and looked, and they aren’t included, so it might just be my faulty memory after all… To me, giving the Pro bundle some more flexibility would make it a truly “Pro” bundle, hell let’s get carried away and throw in HD morphs while we are adding stuff to the wish list.

This is not to diminish the value of the Victoria 8 Pro Bundle. The content, as always, is top shelf stuff, and this time we have a great mix of contemporary, sci-fi, and fantasy themes. The included hair is of particular note; both offer a lot of detail and a high realism quality, which is always very welcome. The Voss hair comes with the Starter Bundle, and the Vertigo Ponytail comes with the Pro set (the starter set being included in the Pro set).

Victoria 8 side profile demonstrating subsurface scattering (sss) and translucency of hair.

FW’s Rebekah HD with Vertigo Ponytail.

The content I was particularly interested in added up to over $150, so right off the bat the Victoria 8 Pro Bundle is already worth it, especially if you are getting it at the opening discount price, and more-so if you are a Platinum Club member (which unfortunately I’d let slip). So clearly, my criticism isn’t so much about value, it’s more of a petty (I’m big enough to admit it) disagreement of the definition of “Pro”.

Victoria 8 yay or nay?

And that’s it! That’s my review of Victoria 8. I like her. I think she’s a good and valuable evolution in DAZ’s line of figures. She offers greater physical accuracy with the new muscle flex JCMs. While some are mixed on whether a more general, less detailed base figure is better or worse, or whether moving to a JCM dominated figure is better or worse, DAZ manages to offer an improved figure that offers a good compromise which expands its utility to more users.

PowerPose

…I realised I hadn’t talked about the update to Power pose, and the new template for Genesis 8. It’s a great addition to Genesis 8, and a long overdue update on DAZ’s behalf. It can be a little counter-intuitive and awkward, but it is a worthy tool that is worth persevering with and developing a feel for.

Demonstrating PowerPose in DAZ 3D with Victoria 7

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19 thoughts on “Review: DAZ 3D’s Victoria 8

  1. V5 and M5 had not only Pro Bundles but Pro Suites. Those included Evolution Head & Body Morphs and Ethnicity morphs as well. Back in the day in a good sale you could get a “suite” like that for half the price plus some form of coupon that would cut it down even further. Ah, 2012. And currency exchange rates were so much nicer as well.

    I don’t have V8, but the free G8F has one of the nicest default texture sets ever.

    • Ah, so I’m not a crazy old man yet! I don’t have the Ethnicity morphs, so maybe I bought at a different time. I’m really happy that the base Genesis figures are still free and come with a little content.

      • Maybe you had the M5 suite? There must’ve been a reason why I went with the Vicky suite then but a “regular” Michael pro bundle, and not the other way around. Maybe the M5 suite didn’t have the Ethnicity morphs.

          • I honestly don’t remember when exactly they introduced the suites. But I remember that I looked at the contents of the suites and the pro bundles, made some sort of an informed decision, wishlisted the results and waited for a sale. So the suites were available for a while, that’s for sure.

          • I’m hardly surprised they took those older set down and pulled the remaining ones apart. The new bundles just can’t compare in terms of value.

          • Some Poser users are happy to export Genesis 3 (and assuming G8) from DAZ to Poser, while others are using another technique to get functional figures inside Poser, so some still would be. Victoria 4 content still makes up a segment of DAZ’s stories, more so since Renderosity moved over their back catalogue.

            That is a pretty sweet looking suite.

            Ah, here it is! https://www.renderosity.com/mod/freestuff/?item_id=76121

          • Oh yeah, I know of that utility, I’m just not sure there are that many Poser users who would find G3 worth the hassle when they have natively WM-ed Poser figures like that community upgrade of V4 and Blackhearted’s Anastacia that was built off a Smith Micro figure.

            Would be interesting to find out if those older RDNA products still sell after the merge.

          • As far as I can tell all the attempts to launch a well supported Poser native figure have gone down in flames. TBH it’s really hard to tell what’s going on inside the Poser camp from the outside, but it doesn’t look like it is going well at all.

            The RDNA/DAZ merge was a bit disappointing, but I guess that’s business.

          • If you mean a 100% new figure like Antonia or Michelle, then yeah, these didn’t seem to take off at all.
            Some Rendo vendors appear to still be releasing Poser-oriented V4 content, so she’s very much alive in Poser circles, though of course there is no way to tell if the majority uses the community WM build, the vanilla build or one of the commercial sets of JCM-based fixes.

            I only hope that Rendo is strong enough not to go anywhere. A lack of competition would totally kill whatever remains of creativity in the content creation scene.

          • Agree, I’d love to see Rendo grow. I remember they were quite resistant to Genesis content, but as the generations have turned over, they seem to be picking up the new DAZ figures more quickly. To me that says the Poser segment of the market is dying off considerably. Poser users would probably make up the bulk of the V4 market, so it is a little concerning to see Rendo support of the generation 4 figures tapering off.

          • I suspect that DAZ made Iray relatively easy to use (by introducing that sort of “Uber” material that has almost every feature possible), and Superfly still relies on Poser’s clunky “material room”. So Poser loses on the “PBR for n00bs” front (few people in the hobby scene understand what “PBR” really means, but hey it’s a posh buzzword… like “unbiased” used to be)

          • I kinda like Posers node based material workflow, though I admit I haven’t spent a lot of time with it. I’ve recently been poking around the shader mixer because I want to make some procedural shaders. Uber shaders are great. They are easily accessible and somewhat understandable by the average user, and can be used to do some real cool materials. I’d love to see DAZ incorporate procedural textures.

            But this is why there are shader packs and “shader packs”. I love them as much as nOObs do XD

          • Poser’s room is kinda fun when you are just fiddling around, but whenever you need to do things quickly, it’s not exactly the most accommodating setup. When you use shader mixer networks, you can do all the quick map reassignment etc via the surfaces tab, copy & paste etc… if there is anything similarly handy in Poser, it’s well hidden and not in the manual. Basically you need to go to that material room every time you need to switch a map. Carrara is similar in that regard, but at least there you don’t have to connect spaghettis.

            You mean cross-renderer procedural texturing, or premade bricks for procedural noises native to each shading language? The latter actually is implemented. Will of the DAZ forums has some procedural MDL stuff up on sharecg: http://www.sharecg.com/pf/full_uploads.php?pf_user_name=wtimmins

  2. I give your first look email (the one prior to this) full credit for enticing me to buy I give your first look email (the one prior to this) full credit for enticing me to buy the new Vicky figure; the flexing muscle groups initially sold me, though I haven’t put much time into anything beyond a quick preview of seeing what works and what doesn’t. In the recent range of pretty base figures, I feel this Vicky giving me the Steph6 vibes, of which I was not a fan.

    I’d eventually gotten around to V7 maybe 3 months ago. Like many, the lack of compatibility with my texture and morph libraries pretty much killed my enthusiasm for the whole line of Genesis3 figures; not having poses line up figure to figure generation I can live with. Most anything you want to look and flow as an actual person needs a fine touch compared to the prepackaged poses. Alas, there’s a few bits of software that I have copies of that could do a fair enough job transferring the Genesis2 textures to Gen3–or should I want to go whole hog with a previously flirted experiment–make an entirely new UV map system for Gen3 and do my own maps, but in the long run it just wasn’t worth the investment in time.

    I get the whole update in tech for Daz and the user is all well and good (maybe more than a money-grab?), but being that this is mostly a hobby with thousands of dollars/hours invested in Genesis2, and moreover little hope of ever getting a return, it’ll be a good, loooong time before I jump into the Gen8 camp full force. Sadly, V7 and V8 will be quite lonely in the line-up. I do appreciate the change to the A pose though. One less round of fiddling when doing content conversions! I haven’t noticed an appreciable difference in weight-mapping for V7 vs fixing for morphs. Time will tell I suspect.

    • I hear ya man. I was still using Genesis 2 primarily when G8 came along. I didn’t even buy the M7 figure at all. Will I buy M8? I really don’t know, but I will say that I’m pretty happy with the update. It all depends on how much time I put into rendering. And thanks, I’m glad the review interested you, and I hope V8 grows on you. I’d hate to think you shelled cash on something you won’t use because of stuff I wrote.

      • Meh, wouldn’t be the first time I’d blown money for no reason at the Daz store! For the good news, I was able to transfer my morph library from g2f to the g3/g8 figure. Took about an hour of gapping aroubd, but I’d say she matches at least 98%. The faces are slightly more skewed but pretty close for a free solution. May have to start converting skin textures after all!

        • Hah! Yes, I’ve bought a number of products I don’t use. A lot less of that in the last couple of years where I’ve bought relatively little, but especialy when I first got started.

          Your texture conversions should be a piece of cake. UVs are almost identical.

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