In this chapter, we learned how to create large Terrain meshes using Height Maps and Unity Terrain tools such as Paint Height and Set Height to create hills and river basins. Also, we saw how to create our own 3D meshes using ProBuilder, as well as how to manipulate the vertexes, edges, and faces of a model to create a prototype base model for our game. We didn't discuss some performance optimizations we can apply to our meshes or some advanced 3D modeling concepts as that would require entire chapters and that's outside the scope of this book. Right now, our main focus is prototyping, so we are fine with our level's current status.
In the next chapter, we will learn how to download and replace these prototyping models with final art by integrating Assets (files) we have created with external tools. This is the first step to improving the graphics quality of our game so that it reaches the final look, which we will finish by the end of Part 2.