By the way, bearing in mind my own given my lack of personal artisticness, here's an experiment I was making with the Windmill.
Right hand-side is a representative of the side-view laid down.
Yes, different speeds[1]/directions (and updating frequencies, to lessen the number of 'frames' involved[2]) and the occlusion of the lower blades (marked darker on the two side-plans where they are so marked) makes things messy even though I adjusted the imagery dark for lower vanes (maybe should have been a different adjustment, or completely mask the transparent gaps?).
What I learnt from this is that "it's not easy to do". Not without going for something different, perhaps needing entirely new art to work with instead of what I ripped from that original X/+ two-cycle-per-quarter-turn model.
Windmills finished with, from my perspective. Definitely. Until next time!
[1] Original animation used 0.7s per quarter, with a small timing error at the start, and I fudged it again a bit to match different 10ths of seconds cycles for 3- and 4-blade cycles converging at 4.8s rather than 4.9s, in the four blade and three-blade versions. in my head, there was always a log 'support' and then either two crossed long-logs and a power-log parallel to support, or a brace-log at a back-angle, or it's one support log with three blade-logs, so I was playing around with that, but of course have no skill of artistry I just took what was there. And with a vertical post to get the vanes past I had to shift the 'arms' forward.
[2] For demonstration purposes, I could have done it smoother, but ultimately if the game were to go far beyond a 3-cycle of animation it'd be putting a load on both engine and artist to provide that. However good it looks, it wouldn't be worth it. Though I think I've proven to myself that a 3-cycle (of however many blades, not including 2-blade which would likely be worse) doesn't cut it although a 4-cycle of three blades
might work if it doesn't seem to shimmy even worse.