Like many people, I am looking forward to the imminent update of MakeHuman 0.9.1RC1 http://www.makehuman.org/blog/index.php. I plan to use it with Blender to try and create a photorealistic female portrait; I have already started work on features that may be better modelled from scratch.
Hair was generated using Blender particles.
Eyebrows and eyelashes were constructed using Bezier curves and converting to mesh.
Eyes were constructed in five parts including a non-reflecting insert to avoid internal reflections; I omitted the lens and opted for a hole in the pupil.
The work to date has been assisted by means of the Blender manual, tutorials, this Forum and searching the net. At the moment I am struggling with a few things.
I am using four square area lights to simulate a window-shaped primary light in a studio setup. How do I get the area lights to reflect accurately on the cornea? Specular reflection only gives circular - not square - reflections. I’m vaguely aware of HDRI but don’t want to use Yaf(a)ray 0.1.0 because I believe it still doesn’t render Blender particles/hair. (I would use LuxRender or Indigo except for the same reason).
Is there a way to blur or randomize the edge of natural objects, say the join between iris and eyeball, to avoid a sharp boundary? I propose to use Gimp and do post processing if it can’t be done in Blender.
It’s a long way to go yet…