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In this tutorial, we will be exploring how to model and build objects in Unity using ProBuilder. This tutorial has two sections – in the first, we will be building a simple, low poly, car. In the second section, we will be utilizing something called “Bezier Curves” to make a race track.
Lots of graphics/shader programming tutorials in addition to 'normal' C# tutorials. Normally part of a series.Intermediate to Advanced.10 minutes.Almost entirely shader tutorials. Favors theory over implementation but leaves source in video description. Videos are always self contained.Beginner to Advanced.30 minutes to 2 hours.Minimal editing.
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I have never used Pro Builder personally but I heard from my co-worker that all the Snaps Prototype assets are created with Pro Builder.I never touched any modelling programs professionally before. Just some simple stuff like changing the pivot of the model if the modeller is too busy with other stuff etc.Now, my question is how good is pro builder? Looking at Snaps Prototype assets it looks real powerful but the catch here is that the company behind the asset is Unity, same people who currently develops Pro Builder. They know it's ins and outs pretty well. From an outsider perspective how would you describe it? Also, features wise how would it compare with other 3D Modelling software's such as Blender or Maya? Does it have UV Mapping or texturing features and stuff etc.What I am probably trying to understand is, is it possible to make a game using Pro Builder without ever touching any 3D modelling software?
ProBuilder is no substitute for a dedicated modelling program like Blender, etc. It does have UV and texture features, but they are nowhere near as robust or well implemented in a dedicated program.
![How to use probuilder in unity 2019 How to use probuilder in unity 2019](/uploads/1/2/7/5/127525520/416469118.jpg)
In fact, if you want to use something for environment modelling/prototyping, I'd go so far as to recommend skipping on ProBuilder and using the far more robust, which went free and open source not too long ago. It covers a few use cases that ProBuilder doesn't handle so well, such as windows and other holes.
Blender and a few weeks of tutorials from YouTube and you’ll be able to make simple models quickly with relative ease. As mentioned, in editor tings like probuilder are good if you need to do some grey boxing. Anything else you’ll have much more efficiency to do in modeling app. I wouldMy recommend doing any straight up modeling in anything less than a dedicated 3D program like blender. The good news is they aren’t that hard to learn and all the instruction you could need is available free online. But you do need dedicated practice time to learn. The big thing is just understanding common workflows.
Don’t get too hung up on individual tools at first, just try to get the big picture down first by going through several step by step tutorials and not trying to “get” all the details in first go. Click to expand.This would depend entirely on the game.But another question is, why would you want to? ProBuilder has its place, which is creating basic level geometry, and for some asset 'bblock-ins'. For props, set dressing, characters, etc.
You'll want a separate modelling program which is designed for that type of work. Once you're using that then you might be inclined to skip the in-Editor modelling solution altogether, though I personally find it to be a useful part of our workflow. It'll depend on your game and your team.
![Pro Pro](http://best4pc.com/wp-content/uploads/2016/06/B4-5468684355.png)
The key point is to use the right tool for the right job, rather than arbitrarily trying to stick to specific tools.As others have suggested, RealtimeCSG looks snazzy, and I may well move future projects over to that for level geo and asset block-ins.
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