
STYLIZED WINDMILL
CONCEPT
I started by making a general shape of the windmill in Blender. Mainly high-poly modeling using both modeling techniques and modifiers. I aimed to created a base for the model which had the general proportions ready.
SUBSTANCE AND ZBRUSH
Using a combination of Zbrush, substance designer and painter, I worked on achiving a semi-realistic, stylized look on the assets. Primarly through making materials for painter, but allso for use in Zbrush on more complex meshes.
SUBSTANCE DESIGNER
I used substance designer to make materials and alpha details. Materials I made was either used on the windmill, terrain or on various meshes where I felt it worked. Materials such as plaster, grass, sand, wood was made to achhive a semi-detailed and stylized look.
SUBSTANCE DESIGNER
A great deal of work went into shaping the terrain around the windmill, using the whitebox meshes to test proportions, scale and positioning.
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I would start by importing the whitebox model from blender, which I used to shape the hill around the windmill. From there, I would design the rest of the roads and terrain using whiteboxed meshes such as fences and barrels.
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I tested various looks for the grass using gradients and various stylizes. A simillar technique was done on the trees and stones.
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I made a kit of stones, flowers, grass and textures for the ground to begin forming the nature surrounding the windmill, making sure the details would not take away attention from the central piece.
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I allso wanted to showcase some of the interior, so I worked on developing the inside of the windmill too, giving me the option to "look inside" the windows.
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I made a kit for ruins, sculpting in Zbrush, A kit of wood, wood planks, a nature kit and textures to switch out the whitebox model of the windmill. Making sure to test out with the lighting in unreal.







