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Unity - Using Probuilder to edit assets and make low poly clones 

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18 сен 2024

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Комментарии : 8   
@decayedgamesstudio
@decayedgamesstudio 3 месяца назад
Love this. So nicely explained!
@russellthorburn9297
@russellthorburn9297 2 года назад
Nice video. I underestimated the power of Pro-Builder until recently. I'm a big fan on Synty products so, using your techniques to "make the models my own" will make my projects that much better.
@GameDevBits
@GameDevBits 2 года назад
I'm glad it helped. It's really easy to get started moulding things into your own. :)
@lamoragame
@lamoragame 3 года назад
Well put together Tim, nice job :)
@GameDevBits
@GameDevBits 2 года назад
Many thanks!
@TheMeanArena
@TheMeanArena Год назад
The only issue using ProBuilder to Probuilderize a model is that if you didn't create the original model, you better hope the person that did actually did it right otherwise if they have some vertices messed up, when you Probuilderize a model some UVMapping gets mess up on some of the triangles then you have to edit those triangles and redo the UVMapping.
@GameDevBits
@GameDevBits Год назад
Probuilderising a model should never affect UVs. If you use things like merging meshes it will break them though. Biggest risk is normal maps. Probuilderised meshes lose the vertex normals. So meshes can turn black til you remove the normal map.
@TheMeanArena
@TheMeanArena Год назад
@@GameDevBits Not sure exactly the issue but if there's something wrong with the model and you Probuilderize it, it will mess up some of the UV's because the parts that get messed up don't split a square into 2 polygons yet it will keep the square but technically it should be 2 polygons so then one side of the square is stretched like crazy and out of place from its original UVMapping so you have to select the face, then Triangulate the face with Probuilder then redo the UVMapping on the stretched polygons.
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