@doris - thank you for the explanation Anatomy is my weak point, but I’m trying to learn and you comments are always very helpful.
@Ewizza - It is all done in blender. The raw render isn’t hugely different - the bokeh is just from the dust particle system rather than post pro. A strong back spotlight pointing at the camera is the only lighting except for environment light, and there is strong DOF of course.
Here are the compositor stages I’ve used:
The film curve addon is set to Ektachrome100 and mixed with the original render at 40%. This makes it look more like a photograph, and also it’s a very warm, yellow profile. It’s sad this addon was removed in 2.70, because the viewport film curves can’t be mixed like this as far as I can tell. Luckily for now it still works if you copy it from the 2.69 directory.
The film grain group is mixing a grey film grain texture (using an Add mixer). This is also to try to make it look less like CG, as it adds noise across the 2D viewing plane. This is “better” noise than the normal noise you get in cycles which clusters in the shadows and only makes the CG more obvious.
Edit: Oh, I forgot, I also added a Fog Glow node.
@Blender Matt - Yes, a few more stray hairs would have been good!
Thank you everyone for the comments.