Archive translation. Specifications, services and availability reflect the original publication date in 2021. Verify current compatibility before production use.
This article originally appeared in Digital Production 06:2016.
Anatomical base meshes
MakeHuman evolved from a Blender add-on into a standalone open-source tool for rapidly creating human characters. Its priority was an anatomically plausible mesh; clothing, posing and rendering remained comparatively limited, so the results were intended for further work in another 3D application.
The application warns that anatomical character creation may include nudity. From version 1.1.0, primary sexual anatomy was no longer included by default and required separately installed proxy geometry, while secondary characteristics remained available.


Macro controls and topology
A new model starts from a neutral state. Macro controls set sex, age, height, weight, muscle mass, proportions and broad ancestry parameters before detailed editing. Topology must match the intended body, particularly for strongly gendered forms, visible musculature or young children; one mesh cannot serve every case equally well.
Face, torso and limbs
The face editor provides 18 categories and permits left-right variation, allowing small asymmetries that improve realism. Torso controls can produce realistic bodies or deliberately extreme toon proportions. Arms, legs, hands, shoulders and feet can also be adjusted asymmetrically, although upper- and lower-leg length remain symmetrical parameters.

Randomisation and export
A randomise function creates a character in one click, though unconstrained parameter combinations often look unnatural. Finished models can be exported as Collada or FBX. The generated assets were distributed under CC0 at publication time.
MakeHuman’s features and licences may have changed since this tutorial; verify the current release before production use.