Blender to Unreal Engine 5 - 3D Props - Medieval Windmill
Video description
Learn how to create a triple AAA grade medieval windmill 3D model using Blender as part of medieval game assets and learn to export them to Unreal Engine 5
About This Video
3D modeling from beginner level right up to techniques used by professionals around the world
Animating a structurally accurate medieval waterwheel
Animations and key commands are shared throughout the learning process
In Detail
In this course, we will …
Blender to Unreal Engine 5 - 3D Props - Medieval Windmill
Video description
Learn how to create a triple AAA grade medieval windmill 3D model using Blender as part of medieval game assets and learn to export them to Unreal Engine 5
About This Video
3D modeling from beginner level right up to techniques used by professionals around the world
Animating a structurally accurate medieval waterwheel
Animations and key commands are shared throughout the learning process
In Detail
In this course, we will be creating a medieval windmill, an intricate medieval asset requiring mechanical knowledge full of life through 3D animation. Our focus will be on creating realistic and fully functional subcomponents for our windmill, which will include an intricate set of wooden supports, balconies, stairs, a waterwheel, and windmill arms.
You will learn how to use keyframes to key in different animations to the parts we want to animate. These will include our medieval windmill’s waterwheel, windmill arms, and windmill sign. Next, you will learn how to take control of your scene’s aesthetics through an HDRI system for lighting. You will also learn how to create your own materials using the shared textures and learn all about the gamma, hue, saturation, and some world Blender nodes.
Finally, we will deep dive into Epic’s all-new Unreal Engine 5. You will learn everything, right from importing animations from Blender to having them work correctly in Unreal Engine 5 to render in real-time and creating our own portfolio gradient skybox!
By the end of this course, you will be able to create your own 3D medieval windmill asset for your game.
Audience
This course is designed for beginner and mid-level 3D modelers, who want to learn how to build medieval-themed AAA game-ready assets such as a fully animated medieval windmill with Blender.
Chapter 1 : Course Introduction Blender to Unreal Engine
Welcome to the Course
Introduction and Course Objective
Getting the Basics Right
Chapter 2 : Working with References
Working with References
Chapter 3 : Creating the Windmill Grey Box
Starting the Windmill Grey Box
What Are Seams and Sharps
Being Careful with Extrude
Dimensions and Grounding Our Grey Box
Finishing the Grey Box
Chapter 4 : Introduction to Nodes and Materials
The Importance of Resetting Transformations
Working with Textures and Nodes
Creating Our First Material
Chapter 5 : Creating the Windmill Tower Basics
Working with Booleans
Solidifying 2D Planes
A Creative Way to Create Wooden Supports
Working with Different Transforms
Creating Realistic Wood Joints
Creating Unique UVs the Easy Way
Chapter 6 : Creating the Windmill Tower Details
HDRI and the Eevee Renderer
Working with Stone
Altering Shaders in Blender
Creating Windows and Projecting UVs
Lead and Pane Creation
Applying Glass to Our Windows
Chapter 7 : 3D Modelling the Windmill Arms
Planning Out the Windmill Arms
Laying out the Arm Struts
Windmill Arms Prep for Materials
Chapter 8 : Working with Cloth and Links
Working with Cloth and Proportional Editing
The Amazing Torus
Creating Realistic Cloth Sail Mesh
Creating Holes and Links
Working with Mirrors
Chapter 9 : Engineering the Windmill Turner
Engineering the Turning Mechanism
What Is Structurally Sound
Testing Complex Seams
Finishing the Windmill Arms
Chapter 10 : Creating Our First Roof
Starting the Main Roof
Creating the Wooden Sloping Supports
Adding Materials to the Main Roof
Realism with Roof Tiles
Chapter 11 : Working on Realistic Supports
Lots of Supports Needed
Fixing Mesh Issues Along the Way
Finishing the Main Small Support Mesh
Finish the Main Roof
Chapter 12 : Creating the Small Roof
Taking Stock of How to Create Something
Working on Our Smaller Roof
Finishing Our Small Roof
Chapter 13 : Working with SVGs
Refining the Grey Box
Working the SVGs
Converting Curves to Mesh
Finishing the Sign
Creating the Sign Links
Chapter 14 : Working with Booleans
Medieval Atmosphere with Wood
Creating the Main Door Placeholder
Creating a Door Alcove
Chapter 15 : Creating the Small Window Extension
Speeding up Our Workflow
Creating the Small Window Extension
Chapter 16 : Grey Boxing the Large Walkway
Working Out Our Walkway Placement
Finishing the Window Extension
Working with Complex Meshes
Realistic Support for Our Extension
Increasing Efficiency in Modelling
Chapter 17 : Creating the Main Walkway
How to Use Edge Length
Increasing the Complexity
Using Average Island Scale
Creating the Balcony
Creating the Balcony Supports
Easy Ways to Fix Mesh Problems
Chapter 18 : Modelling the Waterwheel
Starting Our Waterwheel Build
Forward Thinking with Seams
Creating Simple Bolts
Finishing the Outside Wheel
Chapter 19 : Waterwheel Turner and Stone opening
Creating the Central Pillar
Creating the Stone Opening
Chapter 20 : How to Create Arches
How to Create Arched Supports
Finishing the Balcony Supports
Chapter 21 : Modelling the Doors and Handles
Creating Doors the Easy Way
Creating the Stone Arched Door
Handles from Curves
Finishing the Door Handles
Chapter 22 : Creating the Main Staircase Base
Starting the Main Ramp
Creating the Base
Working with Arrays
Chapter 23 : Main Staircase Needs Supports
Building a Complex Support System
Creating the Supporting Posts
Creating the Balcony, Bridging It All Together
Fine-Tuning the UV Maps
Finishing the Main Ramps Seams
Finishing the Side of the Windmill
Chapter 24 : Laying Out the Windmill Front Wall
Laying Out the Bay Window Grey Box
Applying the Stone Wall Bottom
Critically Analyzing Our Build
Chapter 25 : Modelling the Complex Bay Window
Starting the Bay Window Build
Lots of Glass Issues
Working on the Bay Window Frame
Top and Bottom of Our Bay Window
Completing the Windmill Build
Chapter 26 : Creating the Windmill Base
Creating a Base for Our Windmill
Chapter 27 : Portfolio Setups Eevee and Cycles
Setting Up Our Portfolio Render
Eevee and Cycles Rendering
Chapter 28 : Welcome Animations within Blender
Welcome to Animation
The Animation Workflow
Weighting Bones and Keyframes
Setting Up Our Animations
Chapter 29 : Unreal Engine 5 Importing and Setup of a Game Asset
Welcome to Unreal Engine 5
Creating Materials in Unreal Engine 5
Applying Materials and Testing
Final Lesson: A Realistic Game Asset
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