Elevating Stupendous Man™ Poses with Sparking Zero's Unreal Engine 5.1

Bringing Stupendous Man™ to life in 2D has been an evolving process, from sketching dynamic action shots to refining them with 3D models in Blender. However, I’ve recently taken things a step further by leveraging Dragon Ball: Sparking Zero’s Unreal Engine 5.1. This unexpected tool has allowed me to enhance my reference workflow, offering even more accurate, fluid, and dynamic posing for my artwork.

Angela UE 5.1


From Blender to Unreal Engine: A Game-Changing Workflow

Blender has been a crucial step in refining my characters' anatomy and proportions, but when it comes to posing characters for fight sequences, I needed something even more intuitive. Enter Sparking Zero’s Unreal Engine 5.1—with its real-time rendering, physics-based animations, and a more advanced rigging system, it’s proving to be a powerful aid in setting up high-intensity action poses before transferring them back to my 2D art.

Here’s how my workflow has evolved:

  1. Modeling in Blender: I create detailed, proportionally accurate 3D models of my characters, such as Joey Kasaras (Stupendous Man™), Angela, and the bruiser, Brandon Kahn.
  2. Importing to Unreal Engine 5.1: After rigging my models in Blender, I bring them into Sparking Zero’s engine, where I take advantage of advanced posing tools, real-time physics, and lighting setups.
  3. Fine-tuning Poses in Engine: Using the engine’s real-time character controls, I can tweak stances, adjust weight distribution, and make sure every pose reflects the momentum and force of battle.
  4. Screenshot & 2D Integration: Once I have the perfect pose, I capture screenshots and use them as references in my comic illustrations, ensuring that every panel maintains a high level of realism and energy.

Why Use Sparking Zero’s Engine?

While Blender is great for sculpting and rigging, Unreal Engine offers some distinct advantages when it comes to posing and motion analysis:

  • Real-time physics simulations help capture the weight and impact of attacks.
  • Advanced lighting and shadows provide stronger depth and form, helping with dramatic shading in my comics.
  • Dynamic posing tools allow me to quickly adjust fight choreography, especially in sequences like Joey’s intense battle with Brandon Kahn in Issues #6 and #7.
  • More intuitive rigging and animation features make it easier to get natural, fluid action poses without spending hours manually adjusting bones.

The Future of Stupendous Man™: Blending 2D with High-Tech References

As I continue developing Stupendous Man™, I plan to refine this process even further. Sparking Zero’s engine provides a level of flexibility that’s difficult to achieve with Blender alone, giving me a powerful toolkit for posing, staging, and refining dynamic movement.

For now, my main focus is on perfecting the Joey vs. Brandon battle sequences in Issues #6 and #7, making sure each moment is as intense, kinetic, and impactful as possible. With Unreal Engine’s tools at my disposal, Stupendous Man™ is moving closer to the most visually striking, action-packed storytelling I’ve ever created.


Would you like to see behind-the-scenes videos of how I pose Stupendous Man™ using Unreal Engine? Let me know in the comments!

Comments