Character Modeling for Collectibles & Toy Design — Anna Schmelzer
I sculpt characters for the collectibles industry — digital work built for injection moulding, resin casting, and the product photography that sells the piece. I've been doing this since 2015.
Collectible and toy character modeling has technical, aesthetic, and commercial constraints that separate sculptors who understand production from those who don't. I've worked inside those constraints since 2015 — for Schleich in München, Industria Mechanika, creative agencies, and independent kit makers.
My work spans injection-moulded fantasy toys for Schleich's Bayala range, resin model kits for Industria Mechanika, character sculptures for the Toyfight rebrand, and fan-art collectibles recognised at CG Society Hall of Fame level. Across more than a decade, the throughline is the same: anatomy-grounded modeling built to survive manufacturing.
Live at IBC 2024 —
ZBrush for 3D Printing & Advertising
At IBC 2024 in Amsterdam, Maxon invited me to give a solo 30-minute live presentation on using ZBrush for 3D printing and advertising. I walked through my production workflow for miniature and toy character modeling, and brought a live demo piece to the stage — a Wacom pen holder sculpted in ZBrush and 3D printed, completing the full pipeline from digital sculpt to physical object.
Solo presentation hosted by Maxon at IBC 2024, Amsterdam.
The Technical Reality of
Production Sculpting
A character model that reads beautifully on screen can fail completely in manufacturing. Injection moulding, resin casting and 3D printing for production each impose geometry requirements that have nothing to do with aesthetics — and everything to do with whether the piece can be tooled, cast and assembled at scale.
My production sculpting workflow is built around manufacturing constraints from the first sketch. Parting line strategy is considered at the pose design stage, not retrofitted at the end. Undercuts — geometry that would trap a mould and prevent clean release — are designed out during the initial blocking phase, before they become expensive problems. Drapery, hair and wing geometry are sculpted with specific flow directions that serve both the visual read and the tooling requirements simultaneously.
After a decade of delivering injection-moulding-ready assets to Schleich's pipeline in München, that knowledge is how I approach every collectible commission.
Animal Anatomy as a
Character Modeling Specialisation
The Schleich Bayala range — unicorns, pegasi, mermaids, elves and fantasy creatures sold across 60 countries — requires genuine working knowledge of animal anatomy. A fantasy creature that reads as believable is not invented from imagination. It is built on a correctly understood skeletal and muscular structure, then stylised from a position of anatomical knowledge rather than guesswork.
The Blossom Pegasus shows this directly. Wing attachment requires understanding how scapular musculature works in large quadrupeds — where the muscle groups originate, how they create surface form across the shoulder and back, and how that underlying structure needs to be simplified and softened to hit Schleich's brand aesthetic. This calibration is where aesthetic judgment becomes a commercial asset: knowing what to leave out for elegance, and what to emphasise so the creature reads with personality on shelf.
The same principle applies across species. Horses, felines, canids, birds and composite fantasy creatures each have distinct skeletal structures — I sculpt from that understanding so creatures feel inevitable, as though they could exist.
Fur, Hair and Surface
Detail at Production Scale
Surface detail strategy for collectibles is fundamentally different from film or game character modeling — and the difference is not simply a matter of polygon count.
At 6–10cm production scale, individual hair strands are not physically visible on the finished toy. But they matter anyway. The reason is photographic: every collectible goes through a product photography and marketing render pipeline before it reaches retail. The level of surface detail in the master sculpt determines the quality of those renders, the packaging artwork, and the premium positioning of the product on shelf.
I work by hand. Tools can automate patterns, but the way hair breaks across a shoulder or fur clumps near the muzzle needs hours of stroke-by-stroke placement. That's where taste matters more than resolution — deliberate choices about where to leave space and where to intensify texture so the piece feels premium to the eye and the touch.
For humanoid characters — elves, fairies, mermaids — hair is sculpted as organised geometry: defined flow groups, surface texture that implies strand separation without enumerating it, and silhouette design that reads cleanly from the primary viewing angles a collectible is designed for.
Selected Collectible & Toy Work
Schleich Bayala — Fantasy Toy Range
I've been modeling production characters for Schleich's Bayala range since 2015 — fantasy creatures, humanoids, and licensed heroes. From 2D concept to ZBrush sculpt ready for injection moulding, proportion checks, and render-quality marketing.
View Blossom Pegasus →Schleich Bayala — Hippocampus & Sea Unicorn
Production Hippocampus mare and Sea Unicorn foal for Schleich's Meamare underwater range — hybrid horse-fish anatomy with gold-accented fins, shell harness detail, and geometry ready for injection moulding at scale.
View Hippocampus →Stranski Model Kits
Resin model kit characters for Industria Mechanika — anatomical precision and surface detail density suited to a collector-grade resin kit. ZBrush Top Row 2019.
View Stranski Model Kits →Batgirl Collectible — 1/16th Scale
Full collectible pipeline — pose design, multi-scale ZBrush sculpting, cloth-simulated cape, hand-sculpted costume detail at subdivision level 6, and cinematic environment render. CG Society Hall of Fame 2020.
View Batgirl Collectible →Toyfight — "Work." Hero Collectibles
Character modeling for the Toyfight rebrand — built within real-world toy manufacturing constraints: parting lines, draft angles, and material thickness so they read as physical collectibles, not digital assets.
View Toyfight Project →Extended
Production Archive
For a deeper look into a decade of toy and collectible production, explore these selected archives on ArtStation. These historical projects showcase the evolution of digital sculpture for manufacture and my long-term work for premium collectible brands.
Available for collectible commissions
Europe-based · Working internationally · Fast turnaround