Creating All Might in Blender was a fun return to anime-style anatomy sculpting. This project focused purely on form, proportions, and stylized muscle definition—without worrying about polycount or game-ready optimization. The goal was simple: capture the heroic energy and clean silhouette that defines All Might’s presence in My Hero Academia.
After blocking out the base, the sculpt gradually took shape with exaggerated but clean anatomy. The aim was to keep everything readable from every camera angle while still holding that bold anime style. Once the primary forms settled, the details were refined and polished directly inside Blender.

For the color pass, the character was polypainted using Blender’s sculpt mode. Keeping it lightweight allowed the stylized shading to pop nicely, especially on the costume and facial features. Since this wasn’t a real-time model, freedom in resolution made it easier to focus fully on artistic expression instead of technical constraints.

Below are some selected renders showing different angles and lighting setups. Each shot highlights the sculpt’s forms, surface motion, and the iconic look of Toshinori Yagi in his fully powered state.

Whether you’re a fan of anime characters, stylized sculpting, or Blender-based workflows, this piece was a refreshing anatomy exercise—and a great reminder of how fun hero characters can be to recreate.

