The old topology basically has all the things I've been wanting, even my nostrils and ear holes! And I was wondering why base.obj has those sunken shoulders, so that mystery is solved. The alpha7 even has better topology on the tights helper - the current tights helper directly follows the topology of the human mesh, while the alpha7 helper shirt is made of nice neat evenly spaced squares. Honestly, I'm starting to wonder if it wouldn't be better just to return to the alpha mesh. It also has the T-pose which seems to be more standard in character creation.
Yesterday I was playing around with UV unwrapping the head to fit the alpha7 head to the current textures. (I turned the head into a clothing item and it looks fine, except for the lack of texture.) I got one ear lined up with the texture, and it looks great:

- ear.PNG (99.22 KiB) Viewed 7906 times
In another thread punkduck mentioned the conflicting user needs for high vs low poly meshes. Which is basically the purpose of the proxy feature. But I think it would help the end user for the default, low-level mesh to optimize its loop flow to best reflect human anatomy. (Which would make it a better base for advanced sculpting, but also make it easier for the casual user to make a mesh that looks good, with minimal tweaking. )
Oddly, although the current iteration of the mesh was made by Manuel, in his human-making blender addon he seems to have put the neck tendon loops back in.
The issue of needing to correct the materials in blender is less a limitation of makehuman and more about the limits of whatever file format you use to export. I feel like it should be possible to modify the MHX2 i/o to allow custom glossiness levels. (Sadly, I know nothing about writing blender addons. ) Before I discovered/learned how to use MHX2, I had to manually select the cornea and change it to a transparent material every time I loaded a new human or else the eyes would be a creepy blank void. Which was a a huge pain.
ManuelLab was created as a blender addon to make it more friendly for the end-user, I think. But even though most of us use blender, I still like that MH offers the freedom to export to whatever program you want, since it's a standalone application. A fully functioning perspective camera would make things easier too, I think.
The purpose of makehuman was to be only a character creator, where you would do the actual artwork and posing in a different program. So the sliders are perhaps deceptively simple. But to me it still has a huge amount of potential. I'd love it if someday it would be possible add a user defined rig+mesh as the basis, in makehuman and in maketarget. It's supposed to be MakeHuman, not MakeAnimal, but I think adding new rigs and models is where makehuman has the most potential. If we turned it into a one stop shop, with the ability to create full scenes in makehuman, or have perfect photorealism, there's no way it could compete with bigger programs like Daz. The simplicity and moddability is where its true potential shines.
Since makehuman is open source, this means that all the developers are volunteers. So basically, you and me have hired ourselves as devs!
I think we should make a wishlist of all our modeling/art asset to-dos, making it easier to chip away at these things (for us, or for whoever else wants to work on it. )