Unity at GDC - Rapid worldbuilding with ProBuilder

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Cool. For a time I was working on an adaption of the Probuilder tools, but using it in real-time instead of in-editor. Got a decent way through but struggled working with the code-base.

Hopefully they can clean this up or even build their own real time editor now that they're part of Unity.

👍︎︎ 1 👤︎︎ u/bigd1984 📅︎︎ Mar 29 2018 🗫︎ replies
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[Music] wait okay now from the beginning cool I think that's good we'll get a start so how many people here are already familiar with the tools a little bit quite a few and you still came awesome so more knowledge all right I'm gonna start with the little video we made recently actually just for internal use but it's kind of a funny one that there's a quick intro to all the three tools that are now part of unity so I think they're they're a good one every we can hear me okay it's coming through all the way in the back awesome all right I shouldn't ask that these guys have it all set up perfect all right [Music] [Music] if you've watched any of the previous tutorials you know i favor nice cheesy techno music and to keep it for one more video before they could stop me [Music] some screenshots of me release [Music] so for the left you can now get pro builder directly from the package manager poly brushing programs on the asset store for now and they'll be working their way over to the package manager and a few examples of some super cool games made using the tools a few of these you can find here in the booths and also at GDC as well right cool okay so as someone was mentioning in the crowd this is all totally free for everyone now so you can get pro booth or you can get pro grids and poly brush again pro builder via the package manager is the best option it's available if you're using 2018 plus it's so it's a beta but it's the best way all the future features and fun stuff will be there and then if you're just using 2017 or five six you will only get critical bug fixes so there they really want you guys to move forward and 2018 is awesome so you should do it poly brushin pro grids for now are still just in the assets store if you previously had purchased them you'll notice they show deprecated and you'll just need to get the new version from unity and that's it first start I give you a little bit of roadmap I guess actually before we start talking about how to use the tools obviously we're just working on improving a lot of things from pro builder poly brush will become package manager programs will get integrated which is really exciting to me we have any grid obsessive people in here a few at least okay for me that's always been a big thing having that grid so that's gonna be integrated into unity no more opening up the extra little menu and silly things like that so again as I began through the live demo here I just won that you know again yell out a question if you have it as I'm going to helps and this guy back here sean has a microphone which he can throw to you or you can have past we got the first one here alright and then and then I'll get jumping in yep will these tools or do think I'm not too familiar with them do they support staying in quads as long as possible yeah of course it's all up to you as you work if you build quads they'll be quite nice and you can always fix them further so yeah I'll go through some of that in here as well sweet yeah you can work as you need so a quick mention on that as I start working here pro builder just to keep it in your mind is just a mesh editor it's not BSP if you might be used to that from other engines and such it's just a totally normal mesh as you'll see I can build things like dynamic character parts doors elevators all that fun stuff it's just a regular mesh so I figured we had a bit of a exercise or practice at a previous video or session if you might have attended that turned into an hour session stead of 10 minutes for me so that worked out pretty well actually now I have a pretty good plan here I want to just go through and show you guys how you could build something like this so real simple prototyping demo I've got a little weapon or item in the characters are and we've got this sort of cave that you can walk into and go around so I built this in about an hour real quick just just recently I realized maybe I should have something to showcase so again very simple but the idea is this is what you really want to try to use trouble therefore I think you could do other things but you can open up unity you have an idea in your head and you don't want to have to bounce between other programs or maybe if you're new to 3d learn blender learn max etc yet you can jump in get your prototype moving and if I'm working in this and I realize I I don't know I just need to change something real quick there's no extra process I can just start doing it and there it is cool so let's go ahead and rebuild this separately and try to do as good or better a job let's see how much time we have and questions as such those are great so I'll create a new scene alright so all my settings are reset alright we'll go into that no worries number one when you're using pro builder to start I'll just close this tab pretty easy tools pro builder and open the pro builder window so we've got two parts here the main the main tab I'll try not to point at things you can't see use the mouse so the main probabilitor window was where you have all of the complex tools some shape tools object stuff you can ignore for the most part when you're starting and that's a little bit by design we want you to be able to jump into this and just start building up here in the middle of your screen you'll see the edit mode so again you're used to max my anything like that you can it's pretty standard you move in through a vertex edge and face and then to start building something I'll just hit ctrl K pretty quick and simple way I can spawn in a cube so you can start from primitives you can start from a simple object you can start by drawing out shapes but once you have something you then start editing it again using the basic unity tools so I'm going to go to face mode here and then when I click I'm selecting a face if I go back to object I'm clicking I'm selecting objects again so object is kind of like standard unity mode I'm not doing anything special I'm just doing it yep so the question was yeah can you can you dock the pro builder toolbar so like it's it's kind of on the side or something like that yep yeah I'll go over a whole bunch of stuff with the toolbar I guess a medicine now no I lied I will skip it because I don't want to have people worry about that just yet I want to kind of showcase how it works without with kind of ignoring this so for people who are really new to to pro well there you don't get overwhelmed or anything or new to 3d in general so yes that's a very good question sorry I'll get back to it I promise okay so so the very basic stuff again we're just you click to select you can drag select just like you would in unity you don't to learn anything special click and move and it's gonna move and move that item around if you hold shift while you're moving it's going to do an extrusion so now I have some extra parts and pieces and you can again select multiple and keep going like this so really quickly you can start adding on extra geometry without having to use that to a bar without having to learn anything special you can also create some nice little in sets and such this way maybe right well here switch into scale mode so I'm scaling things down kind of think of it that way and again holding shift which is the extrude tool do an inset and then I could you know pull that up or down and I have instantly start creating things and all of this is being done again without using any kind of extra special tool bar just unity tools you can rotate and extrude at the same time but it just creates weird stuff so we leave it there if you guys do it but it doesn't work so great you know for example I can hold shift and do this and sure it works but it's not super useful unless you have a reason in mind for that cool so you're building up you have some shaping you wanna start getting more complex now as promised I'll get over to the tool bar here this is the main pro builder toolbar like I was saying we've built it to try and give you all the complex options color-coded keep it from from again overwhelming you if you right-click you get a couple modes here you can change it between text mode and icon mode or floating in dockable so if I change it to 2a dockable already is sorry I can drag and set it up like anything and as you change the size that's gonna refit for you this is something that was super important to a lot of people because maybe you use it floating up in a horizontal toolbar maybe you need to fit it somewhere real specific that you just want it out of the way or something like that this way your workflow is a bit simpler and you're using the screen space just right so we thought that would be important and again switching over to the the text mode so if you really prefer to see exactly what the buttons are it's a good way to start if you're first using pro builder keep it in text mode and just start working with it as is popping up right away we've also got some real nice custom tool tips built in there so if you hold shift it'll automatically show them otherwise it'll take a second or two or not at all if you've turned them off so it'll show if it has a shortcut right there ctrl shift key is going to open it up so another good way to start learning the tool is just kind of walk through and check out the tooltips we've built in a lot of shortcuts so you can get working really quickly and you can also control or customize those as well so we wanted to make sure that it works for you depending on your keyboard layout or what you're working with so show that real quick under edit and then preferences go down to pro builder so there's a whole pile here obviously you don't want to go through all or even any of them necessarily but you've got lots of shortcut settings and more so it's a good thing to check out when you're first using the tool just get a quick look at what you maybe can edit don't worry about actually customizing yourself of course you'll just kind of run into too much there so just just kind of know what's available so we'll start building the the actual object or that little scene I was talking about just to go through a a more realistic situation did you guys have any questions on just that real brief starter it's a good good chance to throw everything out you have right now make there you go when you do the extrusion will it is there an option to have it create new objects in the hierarchy as you extrude there is not and you're probably thinking of that other particular engine that does that with the BSP it doesn't we've had a request for that I'm not sure it really works for the way pro builder works it's more of a mesh heading type tool but it's a neat thought yeah you can separate chunks so if you just extrude and then grab those and hit separate to a different object which will go through and in this tutorial bit later I think yeah so there's there's other ways of doing it yeah okay thank you anything else before I get into building some more complex stuff all right cool you guys know everything already all right so in that scene I started out making a tunnel and then there's an init like a doorway in an interior space so I'm gonna start with creating a tunnel shape and later on we'll also get into poly brush a little bit so you can see how we might paint that out to make a little rougher shape because obviously Pro builder is great at making blocky shapes but we want to sometimes get a little bit more organic before exporting to obj or something or FBX and really working at it in an external tool so I can start using ctrl K with a simple cube I could maybe do it a little simpler if I know the size of this tunnel I use control shift K and now I get the shape tool right here so this I can set the dimensions or choose different shape types it's great if you want to create something like an arch or a stairway that you need to build but I want to put all the little parts together and then of course it's going to just do all these neat things on its own for you we don't need a stairway we need a we need a tunnel so I'm actually gonna start with the cube in part because the special prototyping versus a cylinder or a tunnel I find it really helps to keep things as simple as possible right away if you start adding more Poly's quickly the the biggest problem we see on the forums it would be usually people who starts adding tons of Poly's and things get really hard to work with that's more of a no tip for 3d modeling then then using pro builders so maybe I won't tangent on those too much how many people here are actually already like experienced 3d modelers okay so a little less than half so I will tangent a few times for the rest of you I think that it might be useful cool so I'm creating this cube it's gonna be my tunnel I want it to be maybe about four meters high and four on each side so I'm just gonna quick set some values here so I don't have to do it on my own and maybe it's gonna be I don't know about 20 long and I can hit build and I have it so of course I could do that manually but this makes it just slightly simpler and I need a bit more detail on this I wanted to have a sort of it's higher at the top from the bottom and maybe it curves a bit or something fun so right away I need a bit more more geometry in here and one way to do it was a good one one way to do this would be to hold shift and again make those extrusions a few times but I already have the two tube here so I'm just gonna select an edge and using loop insert so down here in the menu the toolbar I'll make this a bit larger so it's easier I can use insert edgeloop and that's just going to toss in a brand new loop so something you're you know pretty familiar with if you've been using other 3d tools just gives you a way to add some some quick detail you can also connect individual faces if you just use our edges by using the connect edges and that gives you just one so again you're kind of conserving you end up creating a weird polygon up there which is another thing you should be warned of but keep it simple I think a lot of times this is easier than having tons and tons of loops in this case I'll just go ahead and do this oh you is that loop so trying to throw in some keyboard shortcuts here you guys don't have to watch me click on the toolbar over and over those are great to learn and now we'll go in and start editing this i completely forgot to mention earlier obviously vertex and edge mode once you click into those you can edit those and I'm gonna start moving this around and make oops a shape okay so I drag selected and when I did I miss this point over here on the bottom I need to turn my select hidden on so it's going to do that good as I do things wrong you guys will learn before you do it that's that's good I've reset all the preferences too to default so if I run into a problem you might also okay so you know what are we gonna have for the shape nothing too complex something like this ish I'm just moving through and sitting up something that might look all right cool so I have a tunnel it's facing the wrong way and I have no entrance and exits so I'm going to select a face on each side and again just like regular unity work holding shift will select multiple or ctrl and hit backspace to delete it delete the faces if you hit delete you delete your entire object so don't do that but ctrl z works so so you're okay if you do then it's still not facing the right way obviously so flip normals and now what's inverted we have this because a lot of times it's actually simpler to build things facing outward for whatever reason at least for me and a lot of other people seem to agree when you're building something it's just this is more easy to work with and then you flip it and there you have it cool so we have a pretty simple little section here and I'm going to build in the doorway entrance once again I could build this as a separate object and that's perfectly fine but I already have a perfectly good entrance shape here so I have all these nice edges over here I might as well start by using those edges and then I can detach to a separate object later on so hold on sorry hit R to switch to my scale mode and then hold shift and I can extrude and that's going to extrude the edge itself so extruding edges is a really powerful way to to add on geometry as well you don't have to use it on just faces edges will give you a lot more that you can do with it and then I can also again hold shift and then move that out and I started to build the the entranceway and at this point we can talk about programs just a little bit so I've been working with it on up here in the corner and at a pretty actually a very small grid size which was a bit of a mistake when you start working again few Poly's simple construction and also use a large grid size if you can and you can always get more organic later on the grid size is just like drawing on grid paper if you have a larger grid you're going to just start simple or not worry too much about tiny little details you'll get a lot further a lot more quickly so if I set this let's say I can just hit the plus key you can see that number bump up it doubles or halves using plus or minus or you can click on it lets you directly edit it and some other settings and you can make it visual by turning the visual on button there turn it on and off all that so if I move this up to a whole grid and then look at this from maybe the top view nice ice of you I noticed that all these points I have are actually not on my grid they're on the bump down the point two five meter grid which is okay if I'm working with that but I I want to move it back to everything to be on the one meter just because I'm really obsessive about that right at least when I'm starting so pretty simple I'll just move into vertex mode select all of these and hit the push to grid button actually it's changed at first to one meter what's going to happen is all the verts are going to be shoved onto the grid no matter where they are to pick the closest grid point to them which sometimes can result in catastrophe we'll see what happens here okay not bad so as you can see it jumped to the grid and I don't really mind this because I've been just prototyping it's real basic stuff so of course another good reason to not get detailed first of all you make mistakes like this you wanna be able to fix them and not worry about what happens so now I'm on a one meter grid and I know what all I'm building I can really easily snap stuff together oops just keep this in a better view also let's let's get this thing over as a dockable window and kind of out of the way no need for that okay so I've got this shape and I'm building out my entrance speaking of grids this this is right now about a two meter tall by 2 meter wide that's that's way too small for a doorway I'm gonna need to change this a bit so I'll hit - go down to a point five meter grid and just move this down a bit and maybe this one up and you can see us I'm moving it everything is or the elements are snapping it'll also work on objects in unity so anything that has a transform is going to be snapped to that grid or if it's a no and elements and one last item I'll put the other side to this or actually leave it alone and then we'll start building the the actual base on the other side so I was going to detach this and make it a separate object and we'll see why in a little bit when I start working on the the actual making the tunnel into a nice organic shape but we'll get there so with those those faces selected we'll scroll down and find the detach and you'll notice it has a little plus symbol next to it so this means you have some extra options for it and if you're in the icon mode it'll have a gear icon above it and you can hold alt and click to open up the settings for it in any of these settings panels once you set it it becomes a default you don't have to keep doing this over and over so you just kind of work through and find what works best for you and you can always modify it later let me bring this back to text mode so it's more obvious what I'm doing so I'll open that up just in case and I've made sure it's detaching to a game object versus a sub mesh sub mesh is going to be I will show it make make sense so I'll detach that and now if I move this around it's still part of this object but it's it's a separate chunk so it's kind of just splitting all those verts and letting you move it around if you need to so I don't actually want to do that let me just ctrl Z a few times and get that back you select I went too far back and I'm gonna change it to a game object I want to make this a totally separate item detach it and now I have this oops alright so this is another good learning situation I detached it but my pivot the pivot is still you know way the heck back there why is that so we originally built this shape with its pivot here and then we've smushed all those grids to 1 meter great and we did a lot of the ugly things but the pivot remains in the same point no matter what unless you actually move it which is a good thing but of course here we want to move it now I don't want the pivot for the door entrance to be way back over there so you can either do an object action and just Center the pivot to the object very quickly or you can Center it to a specific element or set of elements in this case we can do either so again looking at this toolbar on the left you might have noticed again we have this color coded so the top these oranges Brown items are shaped or sorry tool panels below that we have any sort of selection toggles and options and green is going to be object tools so I have an option on here that says center pivot if I click it it's just going to Center the pivot right away if you're using pro grids it's going to send the pivot and make sure that pivot is on the grid so you're not gonna have any weird inconsistencies with that maybe I'm really picky though and I want that pivot to be right here at this vertex or right between exactly these two vertices I'll choose this one just because it makes more sense so now once I move into any of the element modes you'll see the toolbar gains these red options so red just means geometry tools and again this toolbar is dynamically kind of changing while you're using it it's only going to show items that are currently useful so I'm here in object mode no geometry tools I don't need them they're just gonna get in the way and confuse me I move to vertex mode it's going to show anything that's currently available for that version or sorry the edit mode so edge has different options than vertex and face all that also if it's grayed out it means you can't do it so I have no vertices selected so I can't do anything with that once I select this here there we go now I can go ahead and set the pivot to that vertex point so when I hit escape to go back to object mode now I see my pivot is right there so a couple options for that just so you have it super useful and again a good little thing to break there that wasn't planned probably should've been plan because it was it was good now we want to create the the rest of the the little base area I think and that'll be the last step before we go through and do some poly brushwork I think so I'll move into a top-down view so I get this this nice grid paper look again and then bump back to a whole one meter grid just to keep it real simple I know remember that this time and we have the poly shape option so by using this I can click and just start placing points so this might be the shape of this this item that I'm creating or the base and I'll just click around and create something pretty small if you misplace one of your points you can click and drag to move it or just hit control Z and keep going so it's pretty freeform you don't need to worry about it too much and this looks this looks pretty great something like this all right because I'm an ISO view it's popped right in with zero height because normally you use your mouse cursor to set that up and down so you can go over here in the inspector and set it maybe I want this to be a 5 meter tall object and we have it and I'll go back into perspectives that's a little more obvious all right so here's the shape I've made and as a Polly shape I can continue to edit it if you click on edit poly shape you'll get those points back and now I can clicking in these again and keep moving it I can also click on a line anywhere and add another point to start making a bit more complex and again ctrl Z will work just fine to undo if you need to and you don't have to worry if you are creating something concave it'll handle it just fine if it doesn't let us know that's a bug we want to know or I just managed to break it to many controls these all right hold on okay there we go let's go back any questions at this point or I'll keep moving along yep make it a better polygon oh yes yeah that's a weird shape polygon is there way to clean it up yes absolutely that's one of the next things we'll get through here so it's a good point as I've created this there's no a big nasty angle on the top right it's perfectly flat so you're not seeing any weird distortions but we're gonna see that soon if we try to do anything with it so any experienced modelers might be screaming inside as they look at this we'll get to that we'll make it a lot prettier I promise cool so I think that's that's pretty good for showing off how this works one last thing you can grab the the Green Point and move this up and down and any point you can keep editing this once you start editing it as an actual mesh you can't go back so much without undoing all your edits because we don't have real modifier stacking yet a question sorry was that it yeah no I know it wasn't for somebody who doesn't have as much modeling experience could you just allude briefly to like why it's important to align your geo to the grid size like you did is very thick sure when you're keeping everything on the grid it keeps you from making mistakes I guess if I'm looking at this here I haven't a whole one meter grid so I'm not or it's harder for me to accidentally take a point and maybe move it past and through something or into it which is going to create sort of impossible geometry situations and such if I'm not using a grid that can easily happen while not thinking about it it also means I'm just gonna end up with odd angles and things so when you're first building simple prototypes you'll really want to keep to 90 degrees in 45 degrees if you can or think of ratios like two over and three up or something the reason being as you want to fit parts together and I have a think a good demo for this later on too as I add in some stairway shapes you if you know the exact angle is something you can put it together real nicely so keeping on that grid allows you to keep that angle yeah that kind of answer your question is yeah it's not so much about making it an efficient mesh it's just about keeping yourself out of trouble kind of yep what would be best practices if you were to be able to be outside and inside your tunnel because you flip the normals so what would you want to do if you wanted to see normals on both sides okay the simple and dirty option would be to use a two-sided material not really a good way I think other option would be to build sort of a shell around it and a really simple way to do that might be just to duplicate the original object and then kind of scale it up using actually using the vertex points would be best so I'll just scale this up a bit something like that oops wrong axis and I want to flip that also so now I've got a bit of an exterior on it I didn't finesse that then you could take these two shapes merge them down to one and you have a singular so you just use the merge objects here I won't use that right now because I want to keep you separate for the moment I think you could merge our bridge those edges together that's the things I'll try to do a little demo on that maybe if we have time at the end that's a good question of course yep all right yep I didn't catch it if you did it yourself but when you create a new game object and you do the the vert drawing that you just did when you create that again that game object through pro builder does it automatically attach a mesh Collider script object yeah definitely so everything you build is just gonna work automatically with any collision and such then you can fine-tune that as much as you want it's just a regular mesh Collider that's dropped onto it you can change it to a box Collider form or to be more efficient or something else like that to not off convex cetera okay yeah actually speaking of which if I wanted to test this right now I could just drag and drop in I have the standard assets here somewhere I could drop in the FPS controller and start running around on that tunnel right away again a big benefit of using this is that you've got your lighting you've got your physics you've got anything you want right away it's just gonna work in at least the basic way there's another question I was wondering if you can actually use pro builder for animating with vertex and things like that yep yeah so you can use it for anything it just creates this basically the same mesh as if you imported from any other tools so if you want to animate it if you want to script it and use it for I've made a entire demo game that had characters all built out of pro builder and weapons and pickups and all that so yep along that same line real quick also of course any materials shaders yadda yadda everything's gonna work there's no weird restrictions on you so cool okay if I continue through a bit Oh yep yes the question was how would you animate it and that would be just the way you'd animate anything else in unity I'm not a real big animator sorry but yeah so you have your object and then you just add an animation clip to it or use mecanim to blend things oh okay that's yeah that's been deprecated but he has importance if you have an object just generally in unity we used to have the default to be static it may still be actually so if something is static in unity your first time user and wondering why all your pro builder objects aren't moving they aren't animating there's a little static checkbox so this up here this little checkbox which just means like any other unity object standard thing it's static so it can be batched it's better for performance yada yada but it won't move in game it won't do things it's like the word sounds static so make sure you turn that off if you need to it was just by default you can always turn it off yep yeah yeah I no longer have to worry about that as much cool okay so I have my my little shape here and I want to turn it into into that promised amazing into your cave space so I've got it here I'll just flip the normals and start working on it and as the original or one of the original question was questions was what do I want to do about this gigantic multi-sided polygon so what happens here is if I start moving some points around I get this really weird skewing going on up here you can see it in the texture pretty well I'll turn off the programs visual so you can see a bit better so if I were to start editing this I quickly get some weird stuff where Pro Bowler is taking just like a regular mesh editor that entire face and saying alright I'm gonna have to smooth across these crazy normals and I've made a bit of an extreme case here but it doesn't really know what to do and it's of course throwing in triangles if I change this to shaded wireframe in the black you can see each of the lines for what's really there of course every polygon is made up of tries so it's just doing its best to figure it out you can help it with that and that's the way you'd you'd want to the simplest way is to try to think of it in quads if you can quads are generally a good way to go so I'll turn off go back to regular shaded if I want to take let's try to make a little side room over here okay so I want this area to be a separate room and I want to bring the ceiling up on it but currently if I try to do that what happen again I get that that weird weird effect there that's not very good so I'll need to make that into a quad on that side or at least separate a bit so I'll grab these verts here and move them and again you can see I'm using pro grids so it just snaps with that off you know I'm just moving this and trying to eyeball and get it just right I'm gonna have a problem but programs is on and I'm keeping it at one meter so right it's pretty easy now I want to turn this area let's see if I can select it here just I'm trying to point at my screen right across from here to here into a single face so I've got these two vertices I can select them and just like I did with the edges I can connect so click on the connect vertices over there I'm so used to looking at icons it's hard for me to find a text or all to eat so it's the same shortcut as on edges we try to keep it similar LTE will connect two edges it'll connect two vertices it's always the same and now what I've created is a singular face here and this one here or not really created but separate them so if I select this one I'm having trouble selecting because it's grabbing the floor let's go back and turn off select hidden so what's happening here is you can't see this face it's hidden but it's there of course so you probably want to turn that off and as you can see up here there's a lot of selection options because when the biggest problems in 3d is always selection you know it's a 2d there were three turned into a 2d screen so you've got to deal with a lot of stuff we'll try to go through some of these but they get a little bit complex a big items and remember is to select hidden on and off though so now when I click it'll just ignore anything hidden so I can go right through and select it and I can hold shift and extrude that face up and then maybe do something the same on the bottom down here so I can separate this out a little bit so I'll just grab these ulti to connect and here I can move it down maybe make it another lower room start pulling this out something like this or I think I want to want to build this out all right when you went to wireframe mode the good quads turned into triangles now is that just showing it render time what it's turning into yeah they're still really actually real quads yep when you when you turn on unities shaded wireframe mode it'll just show all meshes in the scene view with their actual tries as they're gonna be rendered in the game so you don't realize they're still quads yep as long as you've made it a quad yep okay yeah well yeah so what you see in pro builder is going to be the real mesh so right now I can see this is a face in this and so forth if I want to I can break this down to tries either manually by setting that edge or we actually have a tool that'll triangulate the faces so once I do that now I can see that it's separate so an edge mode now I actually see that edge there and then I think oh no I don't actually want to do that of course so I select those two and then I can click on merge faces and it brings them down into a single or I could get real destructive and you know merge all these down into a single face or something so you know you can do it and it's like oh that's not too bad yet but once you start editing that it's a problem so we try not to you know handhold people too much because then you do actions and you wonder why is this not doing what I actually expected which can lead to problems we're not really problems but results that are bad but we don't want to we don't want to restrict you guys so so we let you do things like that but maybe don't cool so we've got we've got some pretty simple geometry here I think we can go ahead and actually make a way for you to get to get into it into this item all right or into this cave so I've put a face across the front I can't get in this this tunnel isn't doing much good I better go ahead and open it up so I think with this face selected here I'll just use an extrude and pull this in set it but first let's look at it doing it the wrong way so if I do this I'm gonna have a bit of a problem because that's that sort of a weird angle but my door is at a different angle so again I'm just prototyping I just want some nice simple 90-degree corners later on I can get this more fancy what I'm going to do is add just one extra edge here and again some of you might be thinking oh no I just made that end gone even worse you don't have to worry about it yet can always go in and edit that up later if you really feel like it then I'll just move this around and kind of match it up to the edge there so it fits better now it's a bit simpler if I want to again just keep adding a few more doing some dirty polygon work but just making it fit pretty well that was at a point five meter grid someone had to drop down and if you're having trouble getting something to match up just right one trick is to turn on the grid and then set it to either turn on the visuals and you can view it in an X Y Z or even a full 3d mode if you want to have a 3d hoop so I didn't actually click it a 3d grid generally just kind of annoys me but you can do it if it helps you see things I keep it in Y and turn it off when I don't need it with a little eye icon there all right so I need one more one more cut on the bottom here just to match that bottom and then I can delete this and we can get in and out here just to go back and do this one other way I want to show a way that I see a lot of people do pretty often that leads to unhappy forum questions and maybe I can get around that here so I have this and one thing you might think is oh I can just hold shift and do a little extrude on one axis and delete it and I'm pretty much there all the way the problem is of course unity only has are currently you can extrude on one axis or all so what happened when I did one is I actually have let's see if I pull this in all these other invisible faces created let me try and show this best if I select this verts here and pull it over turn off the grid there's this sort of super stretched crazy face on all the sides now so if you do that a whole bunch of times don't realize you're doing it you're gonna have a problem just kind of be aware that it's happening and if you do you'd have to then reweld some verts or better yet just ctrl Z a few times and do that manually all right again quick little tangent most you guys are probably already super aware of that let's just set this up once more go okay so we can now get in that's great um we have a problem I guess and that's if I come running off this I'm gonna fall to the ground and I probably want to stairway or ramp they're so quick and easy I can hit ctrl K creative cube if you hold V it'll snap that's just a nice unity thing so you can grab from a corner and snap things around and I'll make this fit up to that and I'll make a little ramp here so we can get in maybe I should be a little bit longer you once again if I take this edge and pull it down to make a ramp I've actually stuck two verts together and done kind of a bad thing that's okay I know they're there I can just grab these and hit alt C to collapse the verts or click on it in the and the menu kind of like remove duplicates I think and some other tools not sure what names I can use specifically who knows another option is just to select them originally in hit alt see right away and just collapse and then move them this has a nice option to where if you go to its options under under that we're at 4:40 okay so we have 20 minutes left you've got the option to collapse the first which can be nice we turned that on becomes your default now if I select this vertex first and then any amount of others they're gonna collapse down to oops down to that point that I selected first of course you don't want to actually select that one that'd be very bad there we go so that works much better so now if you have a point that you want it to go directly to that works for you there's also weld vertices split them all sorts of things if you use two more tools OOP sorry one back there I wasn't looking do we have a mic or yell what's the difference between collapsing verts and welding birds I've seen the toolbar because ABC might be the same thing I'm not sure probably remakes everything sure yeah if I let's see undo this so maybe I was just eyeballing this without having programs on and I just kind of pulled this down here abouts but I want to bring those together just by doing it all at once so well verts would work in that case and what's gonna happen is it picks within a threshold right now it's set to some crazy number but let's say 0.25 meters now that's my default so I don't have to change it again and when I hit weld it's gonna grab any verts that are within that distance and kind of smush them down versus collapse would just take all of those and put them into a single point so so weld is great if you have maybe like two hallways or something that have come together and you don't want all of that to of course smushed down into a single like like like a black hole you just want them to weld together so it's called weld I guess I hope I think okay cool cool all right so oops weld those and they should be sent turn back on my grid and click push the grid to make sure yep so they were a little bit up and another reason for progress right there is sometimes it's really hard to tell if things that you have are you know correctly matching so right here I'd have to really get in here and check and see if that's properly on the ground now the reason being if you have light you're baking in or if there's maybe that would be a nasty physics problem when your character might actually catch on that lip on the edge of there or not be able to go up and you can't figure out why snapping things to a grid make sure everything comes together real nice and easy just save you some trouble later on cool so that's a ramp ramps are fun but not very exciting we should instead make a stairway maybe so ctrl shift K who created the last thing I had that's in this case not great that's okay I wouldn't wickley change that to a stair so now this is gonna be here and again using this little preview that's blue I can hold V and snap the points so it's easier to work and I know the height for this actually by looking at the base texture and I know my grids are at 0.5 so this is one and a half high so I'll just go ahead and set the height to 1.5 oops I could type correctly there we go and set that up question it's alright it's good so that the prototype texture is that the default or did you set that yourself it's just a default in Pro Bowler which you can also change in the Preferences among a hundred other things so yep it kind of helps me just building basic stuff so yeah you could mess with all those various settings I want to move around a little move along a little quicker right now there's another question in the back do you want to wait yeah yeah that's okay well the last part is on the poly brush stuff so we're on good time yeah this dere is the collision is gonna be the same as the ramp or will it be completely squared off by default as you can see there it's just a mesh Collider so that when you create it it works and then if you wanted to use the ramp as a as the mesh it's something you create that ramp separately just like if you had imported a high poly object from blender MI or something and you want to really a simpler mesh you'd build it separately what you could also do with this though is just change it to convex and the math kind of just works out all right because it's just gonna you know take all those stared chunks and remove them and that'll make it more efficient in regards to the faces that are like connected to each other that are underneath and you can't really see them would it be simpler to just delete those or do they just delete on their own you have the options you're talking about like down here underneath and on the sides or the back maybe yep so you can when I was creating that and the options if I go back to the stare shape or they go you have some options to build the sides or not if you want to make it a little more make it easier so you don't delete them yourself and then yeah just for performance reasons I guess we don't want to have to bake lighting for those chunks it's probably best to delete them so you're not wasting texture space or anything on that Pauli's etc mhm a big thing though when you're when you're working with this is try not to worry too much about stuff like making it super optimized and whole questions sorry just towards the end and it was one or two more right now I just want to get through the poly bro section real quick and then then we should be we should be pretty good cool so this doesn't look quite as awesome and amazing as the other one was because obviously it was but we'll move along so I have this cave and okay cool my my prototype is kind of working out but I really want to see it a bit more organic so the first thing I need to do is start adding some more detail to it so I can add some extra loops things like that real quick I actually select multiple edges and just do that a bit more easily or I can use the subdivide so it's not a real subdivide it's more of a technically a smart connect so as I click it it's just going to grab all edges and connect them in the center so now I have a lot more verts here and I don't want to actually work on this by hand that would be crazy if I'm gonna take this and say okay I want this to be right about there or something that's that's madness so we have a poly brush so let's open that up all right so poly brush lets you as we saw in the fantastic video sculpt smooth texture blend paint on textures scatter objects lots of fun things in this case we're gonna use it just to quickly paint this out a bit so once we have it turned on you have a row across the top that gives you the basic modes kind of like pro builder so the first one is just pushing verts around and you can hold ctrl and scroll that little brush up larger shift is gonna change the interior diameter and shift control will change the strength so we're trying to make it pretty easy if you not have to work with the UI too much get this sort of way here a smaller brush and then we can go through and start just sort of painting this up so that's not going real fast and not doing much a whole control shift to bring my strength up maybe even the size and then if I hold ctrl I can do an opposite so I actually want to push these out a bit and I'm gonna start kind of building this out to be just a bit more organic or something build this shape out maybe even a better option would be if I switch this to smoothing mode and I'll start smoothing these so I can just take these sharp edges and real quickly turn this into something that looks more like an actual tunnel down towards the end I have these corners that I actually want to stay exactly in that point so if I start smoothing this those corners could go all over the place but I want to stay there so I can make sure I have checked on or checked here ignore open edges if I turn that off just to demonstrate so now they're gonna move all over the place which actually looks alright but I'm gonna start to get some leaks and I want to so all undo and then maybe I'll just work on that later sort of manually move those points around might be better and now with that turned on so it's going to ignore those edges it's just going to leave those right there so if I look at this over on the side nothing's going to move so you won't get any mesh leaks any problems like that so I can go through and just keep painting this and kind of make something that looks again more similar to a to a cave or a tunnel and while we're at 4:47 so maybe we'll move to some questions and I'll demo a bit more as we go we got a knot all the way through that but I think it was pretty much everything I just made things a little fancier and the other one where was that first question we missed you were trying to edit the stairs and it was kind of difficult can you isolate objects to edit them individually isolating you can't yet except with the newness of brief abs which are super awesome you could make it a prefab and then just you forget I think double-click in the hierarchy it goes into a pre into an isolated option something else we're also working on as part of the awesome new world building team which these guys back here mark Andre and Carl ankle we're working on some scene of his tools so you can do stuff like that which is very exciting yep what else we have any other questions here and then there okay sorry it's kind of one of my questions was if you can explain why end guns are terrible and if the texture that you have on there currently like when it warped was that like showing the UV warp mm-hmm yeah so and guns are bad because as you start trying to move around as I was kind of showing before everything is technically made out of tries so an end gun is actually hiding from you what's really there a quad is also hiding it but as long as you're moving it in in basic ways that like most of this is you know when we extrude and move say this this is a good example this up and down so there's actually you know a try going from this corner down to here or maybe it could be the other way it doesn't actually matter in this case that's gonna look okay but if I were to make this an end gone by adding in say this right here now when I select just one corner and move it up you get that you know weird and that's because there's actually I'll turn back on that wireframe is actually that try going across there because everything has to be tries to know three points to define a plane so n guns aren't necessarily like a performance issue or something it's just that you're gonna get weird modeling issues eventually unless you're using them on purpose so just you know be aware of it that's all mm-hmm it was there a second after that I missed oh the textures yep yes when the text was warping that's just Pro Bowler automatically does UV unwrapping on everything it's just Auto you v's and we really didn't have time to get into that on this on this talk so I didn't do it at all but as you can see it kind of takes it takes care of it for you automatically there's nothing fancy happening here with the shade or anything if these were a regular brick texture or something and be exactly the same but it just tiles those everywhere and sometimes you know you have a weird shape it just can't really do it perfectly yeah I was actually gonna ask about the UV tools okay I can get into them real quick we have ten minutes unless how many more questions do we have I can will keep running through questions I'll get to those if we have time or after of course sorry to tell ya actually there's a bug to tell you that not officially really why do I come off on this yeah not officially no but yeah it'd be it'd be great mm-hmm oh good cool okay I'll jump into some of the texturing stuff real quick we've got you know nine minutes or so all right so let's see what could we texture on here let's just go with something like this this wall on the back I'll turn back off the shaded and turn off the poly brush cool so back here I want this to be something different if I open up the UV editor we've got a UV editor of sorts so if you're used to this and other 3d modeling tools that's very similar by default everything is on auto so what this means is if I turn on actually I'll work both ways but for the simplest option put on these in scene handles we have this toggle now I can go on the scene and just move this around oops that's backwards right now ignore it I've done something bad to it and you can rotate it this is what I get this is a experimental build right now sorry guys so anyway you get the idea maybe I'll pick something that a little works you can see it a bit better let's see let's create a quick cube so this will work better if I have an object and I want to do some actual work on this cool all right turn those seen handles back on and there right it's very exciting so I can rotate it and then scale it or move it so this is just modifying the UVs you can see them in the right hand side over here you can of course do exact edits if you want to set a very specific offsets or rotation tiling any of those you can do it that way but it's a lot of times when your prototype being simpler just do it in the scene and again we're trying to keep you guys from having to actually use fancy tool bar stuff you're just doing the standard in scene editing which is much much simpler than then have to learn something else if you want to get more complex maybe this object let's take it and kind of oops turn off those in scene and do some some stuff here I've made a sort of pipe shape or might be an arch or something and I want a UV across this but it's not really gonna work for UV or Auto you v's because it needs to go across this this shape here so I can set what I want to be the perfect UVs maybe in the bottom it's already looking pretty good and then hold ctrl and click and it just automatically builds it up so if I'm looking over here yeah it's a crowd-pleaser so again with that seal start from here you can see it on the right there it's it's building up the UVs in the background you don't have to worry about this stuff yourself so I'm clicking and it's just building it up automatically so maybe from here I want to go to the side and it puts it together for you so that's that's a pretty great way of doing it it doesn't work for everything it's good for hard surface stuff but it'll really take care of that pretty nicely and easily if you have something that is maybe more organic let's maybe scale this down and make sort of a little shape here should turn off pro-gard's we don't need that so this if I were to use that trick on it I'm gonna get something that's kind of weird right it's uh let's grab these so none of these edges are coming together I could try to weld up those edges you know just go in here and just like in the geometry mode oops grab something extra anyway I could I could just collapse these down but a better way is just to select these and use a quick planar projection and then it's done for you so there's not a lot in the UV tools but there's just the basics to get you moving and then if you have something even more complex I think I have a good example in here let's see texturing advanced there we go I'll save it cuz it's pretty cool stuff so good you've probably seen from my hierarchy already I love to name things very well lots of those lots of those cool so we have this little scene that I created for actually a tutorial video online you guys should totally watch it if you're interested in learning a UV work so I have this item here and I had to do some more fancy unwrapping with it because I wanted to make sure that's this you know sort into your texture and this amazing magical arch when all the way around and the sides worked out so in the UV editor I've built it up and what I did is use the the render template option again something might be used to if you use other 3d tools you can save this out as a PNG and then pop it into Photoshop paint over top of it and bring it back in and turn on the texture view and depending what you have selected it'll show it there we go and then match it up a bit more if you need to so that's for if you're doing hand-painted textures you can totally do that we have a few minutes left that's a good time for a final talk about that specifically yes you can take anything you're building and Pro Bowler as far as you want but it's usually best to think of it as a prototyping tool and then you can export to obj now FBX you could even do STL and some fun things I've done a lot of 3d prints using Pro Bowler which is great it's very fun to use so take it as far as you want we have we've had some games like you know strafe built everything using entirely Pro Builder or pretty much any way Gladio bots used it for all their their even characters in game and then others liked inertia just originally built their shapes out of pro builder and then just exported that too I forget what other tool they were using but it became just a nice base they could then built that build a high mesh over and then they kept the original as they're really nice efficient collision volumes so worked out great you never are wasting any time on it cool so we got a few more minutes left what other questions do we have or anything else I should demo or more here the subdivide is cool but do you have anything closer to capital Clark subdivision even if it's not fully specifiable just smoothing it you know yeah nothing fancy like that we do have smoothing control which I totally forgot to show off I'll do a real quick demo because people should see it so okay let me create something that's much ient cube again okay that's what I get for creating that control cahow create a create a cube here and it's just something off so normally have these hard edges and I want to add some some detail to this and also keep it maybe one side I want to have a little bit of a curve across it so this is looking really chunky right now but I can make it look better let me just add a few more here manually so yes it would be nice if there is some sort of automated way to do that cool so I have this and you can see the facets on the edge if I just select each of these or I could use the gross selection tool to do it instantly then I can open up the smoothing panel and if you use two max it's pretty much the same to this set of smoothing group and now it's smoothed over so it's a great way if you want to create something that has very few Polly's but you want it to still look kind of smooth obviously from you know a different angle you're gonna see all those but that's a pretty common trick used to cheat your way through low poly and make it look nice yep and those all save over or they should when you export it anything else good one yep more of a soft question not a technical question like for historical purposes like what was the impetus for pro builder being built as a tool at the beginning cool I can I can put three mins into that that's a good one so I started out using a lot of different engines in school and such and then as an artist I realized this is really complex I found unity it's like hey this is amazing I can build things and I can make them work and I wanted to create an FPS game okay this is cool I'm gonna make you know a great retro FPS game like everybody else thought at the time I think this was six years ago or so the first thing I looked for was how do I create some measure this one make a hallway and when I draw some things like what we just did today I wanted to through that throw that together it didn't exist so I started learning JavaScript and the original version was built in JavaScript and it was terrible but it worked and I was very happy and then very quickly Karl Henkel joined so hooray we got a much better tool and things happen from there so yeah the whole idea was just to have this real quick prototyping tools in the engine without having to go back and forth import and export files and go through all that yep yep so when you have something selected you can go under the tools and then pro builder and down to export you got a few options there and if you have the FBX tools also from unity then you can do FBX as well so yeah that's the big ideas nothing you create is wasted your building here as a prototype you can always export it keep using it just keep it in here as a collision or something and in my last minute I totally forgot to show you guys my favorite tool in this actually which is using oops the colors colors are great so if you're building something you want to set like like red bass blue bass all that fun stuff you can open up the color palette and just set colors on things so so that's fun this is the terrible example the floor here that is actually just set to green this is really cool if you are building something and you want to I'm sorry I get to you in one second add a little bit of texture or I mean color or grunge to a corner or some extra lighting you could even do all your lighting hand-painted via that just because it'll overlay if you're using a shader that allows it which our default one does so that's super fun yep back there do when you export the object or FBX out will you actually have the unwrap with it or do you have to re unwrap it and say if I wanted to add like a specialized texture everything stays yep so you won't have to do any extra work it'll stay as is world coordinates from the scene or it exports in object space is that an option we have word okay yeah it's an option mm-hmm importing can use so let's say I take that output you know export it do whatever I'm gonna do in another package and bring it back in is there a way so when I bring that in I can you know like highlight that and just say replace that object the FBX tools have a way to do some of this you can also use we have a pro builder eyes very also well name tool that'll take an importer mesh and convert it to a pro builder mesh so you can edit it in the scene as well is that what you meant sore something a little different okay I want to put it back in the scene exactly where that is because it's you know prototyping going into the into production yeah can I just say replace this object with the new one yep something you'd want to do with the the new FBX exporter tools they're awesome there's a whole video on that I'm not super well-versed on it but yeah so we're at 501 you guys can head it out if you want I'm not sure what the setup is here for time but I'm happy to stay right on answer is that okay I can just stand up here and keep talking or actually I'll take the mic off so I can talk to people better without blasting everyone yeah okay cool all right thanks everybody very very much [Applause] [Music]
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Channel: Unity
Views: 37,050
Rating: undefined out of 5
Keywords: Unity3d, Unity, Unity Technologies, Games, Game Development, Game Dev, Game Engine
Id: 7k-81UEluyg
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Length: 61min 33sec (3693 seconds)
Published: Thu Mar 29 2018
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