Yep, looks like it could be done in daz. The main features I see are:
- Clean textures with not tons of noise (aka not too detailed, smooth clean skin and clothes textures, floor looks to be the exception)
- Soft lighting (this allows for the smooth transition from lit areas to unlit shadows, soft light can be generate by lights that are physically big, a sun with a wide dispersion angle), and from the looks of it, there is a key light (main light) a fill light (so the area to the right side of the backwards facing second image doesn't look like she's standing in a dark room. But this 'fill light' effect could also be the byproduct of global illumination, where the light from the source is bouncing of a wall behind the character to weakly illuminate her back side), and I can't tell if there is a rim light or if the shader is omitting the Fresnel effect, because the key light (tipicall more in front) looks to be perfectly perpendicular, allowing for the edge (from camera perspective) to look slightly highlighted. All of this could be emulated using a 3 point light set up.
-Soft and bright. I don't know if this is how it looks right out of daz, but it could be possible they are using post effects and image editing software to make the art look more toonish, more clean, by brightening it up, playing with the gamma and what not. Usually I can't get bright lighting to work that well unless I jump into blender and do weird things.