
This lesson is an introduction to the ‘Blender to Unreal Engine 5’ course. Alongside high-definition renders of the medieval windmill, you will also be finding out about all the different course sub-components we will be going through. This introduction will also introduce you to the course layout and on-screen tooltips.
In this lesson, you will be getting a brief introduction to the basics of Blender. Getting the Blender basics right will be essential to your ‘Blender to Unreal Engine 5’ learning process, making this a short course within a course.
In lesson 3, we will start working with the ‘Blender to Unreal Engine 5’ course references. You will learn how to utilize images and their scale to develop your own 3D models.
This lesson will be the beginning of the ‘Blender to Unreal Engine 5’ course modelling process. We will start by 3D modelling the greybox of our medieval windmill.
In this lesson, we will be discussing the basics of sharps and seams and their meaning for 3D modeling. Like lesson 2, this will be a short course within a course providing you with fundamental knowledge for your learning going forward.
In lesson 6, we will be looking into functions such as extrude and merge to create our simple greybox in the least amount of time.
This lesson will see us ensuring that the dimensions of our medieval windmill are correct. In other words, we will be ensuring that the height and width of the building and all sub-components are realistic overall and in proportion to one another.
In this lesson, we will be completing the grey box model for our medieval windmill game asset.
In lesson 9, We look at one of the biggest issues in Blender. Simply put if something is not working, resetting your transformations should be the first point of calll. But why ?
This lesson will be another short course within ‘Blender to Unreal Engine 5’. You will be learning all about materials and maps for 3D modeling, helping you realize the potential of your 3D game assets and props.
In this lesson, we will be creating the first material for our medieval windmill. This will be a dark and murky wood material for all the building details.
In lesson 12, We need a whole for our windmill arm. The easiest way to achive this is by using the boolean modifier but this does bring a lot of issues on its own.
This lesson we will be looking at why sometimes modifiers don’t work. This is mostly down to making sure our normals are facing the correct way.
In this lesson you will be finding our about how to create wooden supports for 3D assets in Blender in a creative way. Sometimes the angle just isnt correct and we need a way to make sure the angle is exactly what we need.
Lesson 15 we take a look at the transfomation orientation menu options within Blender. This is another tool to help with angles of meshes that need transforming in some way.
This lesson will show you how to make wood joints look realistic. This is a common issue with wood materials in 3D modeling. There is a simple checkbox that you should go through everytime that we cover in this lesson.
In this lesson, you will be learning all about how to create unique UVs easily within Blender. Unique UVs are important because we don’t want our model or our wood looking the same. Here I show you a very simple technique to eliminate this problem.
Lesson 18 will introduce you to the Eeevee Blender renderer. Eevee replaced Cycles renderer in Blender 2.8, and this lesson will be an introduction to using it. You will also find out about how to use HDRIs as backgrounds for your 3D models such as this medieval windmill.
This lesson will see us working with the stone material for our ‘Blender to Unreal Engine 5’ medieval windmill. You will be learning about how to position it to make it look realistic. Stone will generally accent the lower parts of the windmill, acting as the building’s foundation.
In this lesson, We look at an amazing node called the gamma node. This then gives us the ability to alter brightness of shaders on the fly and change the appearance of the textures we have created outside Blender.
Lesson 21 will introduce you to making 3D windows for medieval-styled buildings. You will also be learning about how to project UVs.
This lesson will see you working with lead materials that will allow our medieval windmill window panes. You will also be creating the window pane to start with.
In this lesson, you will be learning how to apply glass to window panes.
Lesson 24 is all about pre-planning. When working on a complex asset like the windmill it is important to plan way ahead as this will have an impact further down the line. In this lesson we need to work out how and where the arms of the windmill will go.
Now we have worked out just where the arms will go its time to lay out a simple greybox that we can build around. This is an important part of 3D modeling as it will save you a ton of time in the future.
In this lesson, we will be preparing our medieval windmill arms to apply materials to them. We will use the techniques we have learned so far. This will include marking seams for adding materials.
Lesson 27 covers cloth. Now I do know Blender has its own cloth simulater but there are also very simple techniques to create the look of cloth. Because our windmill arms need only small pieces of cloth we decide to take the latter route.
This lesson we look at the Blender primitive the torus. This is quite simply one of the most usefull primitives when it comes to something a little more comples than a cube and allows a vast array of uses like for instance chain.
In this lesson, you will be learning how to best create a mesh for cloth sails. These cloth sails will adorn the windmill arms of our structure. Our aim is for the cloth to look as if it was tightly strung.
Lesson 30 will see us creating holes and links to bind our medieval windmill arm cloth pieces together. We could go down the route of using maps to create the look of holes in mesh. I decided though it will be a better learning process if the holes were real.
This lesson will see us learning how to work with mirrors in Blender. You will find out how to create copies of the same 3D asset quickly and easily.
In this lesson, We look at not only creating the turning mechanism but making it realistic. One of the key questions you should ask yourself when creating something is, is it realistic and is it structurally sound. Another words would it work in real life.
Lesson 33 will cover how to make sure a 3D building is structurally sound from an architectural point of view. Our medieval windmill will be a good example of that because of its complex sub-structures and levels, helping you apply this learning to various other contexts.
Its always good to find out if you have a good understanding of how seams work. This lesson we do just that. We mark many seams for the turner before finding out if we marked them in the correct places for a perfect unwrap.
In this lesson, we will be completing the build of our medieval windmill’s windmill arms.
Lesson 36 will see us begin work on creating our medieval windmill roof.
This lesson will show you how to create slopping supports for irregular roofs. Its an important lesson and can be frustrating if you don’t know the correct workflow. Not only does this technique save time but it also looks great.
In this lesson, we will be adding materials to the main roof of our medieval windmill.
Lesson 39 will show you how to get roof tiles to look individually variant using Blender techniques. In this way, we will be learning how to achieve realism with the materials of a 3D model.
Build a medieval windmill with moving sails, a turning waterwheel and the architectural details that make it feel like a working place. In this project-based course, you will follow the asset from its first Blender blockout through modelling, UV mapping, materials and animation, then take it into Unreal Engine 5.
The windmill gives you a practical reason to learn each part of the workflow. Wooden supports need to meet convincingly. Roof tiles need to follow the roof. Windows need frames and glass. Moving parts need an animation setup that can travel with the model. You will work through those decisions as one connected project.
Build the structure, then add the detail
Start with references and a greybox to establish the windmill's proportions. Develop the tower, wooden joints, stonework, roofs, walkways, balconies and staircase before adding doors, windows and a hanging sign. Along the way, you will use Blender tools including Booleans, mirrors, arrays, curves and SVG conversion to solve specific modelling problems.
The lessons include practical mesh preparation: resetting transformations, marking seams and sharp edges, correcting normals, refining UVs and preparing surfaces for materials. Rather than treating UV mapping as a separate exercise, you will apply it to the shapes you have just built.
Texture and present your windmill
Use the supplied texture resources to build materials for the asset and develop its wood, stone, glass and other surfaces. You will work with Blender's material nodes, adjust shaders and revisit UV placement as the model becomes more detailed.
You will also create a base for the windmill and prepare a portfolio presentation. The rendering section covers HDRI lighting and working with Eevee and Cycles, so you can see how lighting and presentation affect the finished model.
Make the mechanism move
Bring movement to the project through the waterwheel, windmill arms and sign. The animation lessons introduce bones, weighting and keyframes in the context of these mechanical parts. You will connect the modelling work to an animation workflow instead of ending with a static building.
Take the asset into Unreal Engine 5
The final project stage introduces importing the asset into Unreal Engine 5, creating and applying materials, and testing the result. This is a focused Blender-to-Unreal asset workflow: the engine lessons support the windmill you have built.
Who should take this course?
This course is for beginner Blender learners who want a substantial guided project, and developing 3D artists who want to connect modelling, texturing, animation and engine integration. Basic Blender lessons are included at the start. If you enjoy medieval architecture and want to understand how its individual parts come together, the windmill provides a detailed project to work through.
Resources and preparation
The course includes a resource pack with references, texture maps and a course handbook. Have Blender installed for the asset-creation stages and Unreal Engine 5 available for the engine section. Follow the supplied materials alongside the lessons, then use the techniques to make your own modelling decisions on future props and buildings.
By the end, you will have followed a complete medieval windmill project from reference and blockout to materials, movement and an Unreal Engine presentation. Start with the introductory lessons to see the project and teaching approach before you begin.