This is Jodelle, length 172 cm, weight about 62 kg. Blender World Unit Scale 1. Idea and designed by Bellatrix. The skin texture is only 4096p and jpeg to save space and made for at least one level subsurf. The tongue texture is original MakeHuman, all other textures is made by me. The materials is for Cycles and the skin material uses SSS. (Unfortunately, the file became to large to include a dynamic necklace, which was intended at first.)
Jodelle requires quite powerful computer, preferably with a very good GPU, as using particle hair with dynamics, dress using cloth simulator, corrective shape-keys and corrective smooth modifier for better deformations. It is always possible to disable all physics for a more traditional use.
This is an experiment to create a character with prepared hair dynamics and cloth physics to work almost out of the box when appended into a scene to pose or maybe animate. The rig has no IK therefore not direct completely animation friendly.
Built and rigged using MakeHuman and the default skeleton no toes with face bones. Exported using Mhx2 scale units meter. Some of my own MakeHuman targets (shapes) is added to enhance the base mesh and also using my own eyebrows, eyelashes, nails and teeth.
If you want to take off the shoes and make Jodelle barefoot. Disable the shape key that angle the toes and enable the toenails. Be aware that the shoes are fitted by using the Surface Deform modifier so if you change the body mesh resolution, eg disable or change the Subsurf modifier they will jump out of place. Subsurf modifier needs to have same values on the view and render using this solution. Under the dress Jodelle wear simple panties also using the Surface Deform modifier to stay in place.
There's also an activated shape key to flatten the nipples for better fabric collision around that area.
As Blender physics at this moment still not stable enough when working in world unit scale 1, strange fabric and hair movements seem inevitable. The Cloth Quality Steps must be quite high to stay on the collision surface. I'm sure there are a lot of settings to tweak for better results.
The pose on the first preview image is included in the pose library which also includes poses for shoes and panties Surface Deform binding if needed to redo.
Sorry about the non commercial limitation. This is primary to avoid this 3D character and body textures being exploited and sold. We don't want to limit your artistic freedom to do artwork, images or videos therefore you are allowed to use Jodelle in those cases even if you get a small amount of money from the result.
This text also included in the blend-file with contact information.