It’s a nice model, and I like parts of the fantasy outfit she comes with (not all because I’m really picky and my tastes are weird), but I can’t see myself using the third generation that much.
The moment I expanded G3F bone structure to pose the figure, my eyes must’ve become twice as wide: there are a load of extra bones. This kinda doesn’t add to the usability: okay, as far as I could figure out, the twist and bend dials are synced for pairs like ‘shoulder twist’ and ‘shoulder bend’ (so you could type your values into the parameters of either), but it means more clicks to get to the lower levels like fingers (and… carpal bones? Just how much freedom of movement do they have on a real hand?! Hint: these are actually small bones that make up your wrist…). And no, selecting in the viewport isn’t always an option. Neither is only using the ERC in the posing tab.
I didn’t truly understand what the included HD expression morphs like “brow compression” or “mouth realism” do. Maybe it’s a matter of closeup subtlety. And while including a bodybuilder morph is a nice touch in theory, it’s still kinda wimpy. Maybe a negative value of the pear figure morph could remedy the situation somewhat. I can’t recall if all those original Genesis super handy dials like “shoulder width” were part of the base figure or of a morph pack like Evolution or Muscularity… all I know that I’m not too keen on buying all these morphs all over again. (The only packs I have for G2 are the free ones, a muscle flexion add-on for G2F whose G2M counterpart never came, a Thorne merchant resource morph kit for G2M I snatched in a recent sale along with a few awesome packs of his for the original Genesis, and Zev0’s aging morphs)
The eyes are still made in that disjointed way, with the iris mesh disconnected from the sclera (which doesn’t play nice with 3Delight’s new raytraced SSS because it makes no physical sense). The ‘iris correction’ morph just moves this part back and forth, creating even larger gaps. I don’t get it. And the iris is flat.
I threw together a quick test render of G3F with my preferred UberSurface hair setup and my custom shaders – embroidery instead of lace because I used a shader that doesn’t support transparency – and as you can see, even though there is a 20% diffuse layer being mixed with the RT SSS, the artefacts on the sclera around the iris seam do come through. Which means I need to invest more time into building my own eye replacer models that work exactly to my tastes.