VscorpianC has a video on modeling using images:
https://www.youtube.com/watch?v=y2uOJmy ... x=8&t=330salong with several more MakeHuman related videos:
https://www.youtube.com/playlist?list=P ... V2cNUFw4D0It's been a long time since I watched hers so I can't remember the details of her method. A common approach is to take a frontal photo and draw horizontal lines that line up with major features e.g. eyes, top and bottom of ears, bottom of nose, mouth, chin and top of head etc. etc., and then use that as a reference background image.
Others may disagree with me, but I think it's good to have the right expectations before you start, and I would characterize MakeHuman as a character generation tool more than a modeling tool. You can create a wide variety of characters very easily, but don't count on being able to create a particular likeness, at least not without creating your own custom targets and/or using something like Blender's sculpting mode and/or other tools. You will run into things like wanting to lower the chin without also lowering the back corner of the jaw, and will find you can't do that just using the sliders. MakeTarget is your friend.
Something else you will come to realize is that MakeHuman is based on one character per sex for the three races on the main panel. If the character you want to model has very different features than those six it can be a challenge to get rid of the built-in features in order to get the ones you want. A good example of this is the male Asian character, which is a very particular type of Asian and for the majority of Asian characters it is better to start with the Caucasian model because you can't get from the built-in Asian male to the majority of Asian faces - it has too many features that can't be undone. See the "difficult to model Asian features" thread for some of my early trials and tribulations.
Forum user jujube produced targets that reverse the transform from the base mesh to the default characters so you can start with the fairly generic/featureless base mesh if the built-in character features won't let you get where you want.
Something else to help set realistic expectations, the development team doesn't include anyone working on the artistic/modeling aspects anymore. The development team is focused pretty much exclusively on programming aspects, and more maintenance than enhancements, so don't get your hopes up that modeling issues you may have will be addressed by the devs, they leave modeling aspects up to the community. The saving grace here is that there are several knowledgeable people here on the forums who are friendly and helpful. The guy that was the central developer on the modeling side moved on to create his on system in the form of a Blender add-on. When I went to check that out I was impressed with a lot of the modeling features, but in contrast to MakeHuman it looked like largely a one man show, there didn't seem to be any community per se, so not much in the way of assets either. For now at least, I find the community here more important than the modeling enhancements there.
Okay, that was a lot more than I intended to write, so I'll just say welcome and shut up now.