---
title: "Build an oak barrel"
content_type: tutorial
url: "https://learn.unity.com/tutorial/build-an-oak-barrel?language=en"
language: en
difficulty: foundational
duration_minutes: 20
supports_all_unity_versions: true
last_updated: "2026-08-04T14:25:00.000Z"
---

# Build an oak barrel

 Build a simple oak barrel model based on what you have learned from the ProBuilder tutorials.

## 1. Set up existing shapes

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/9c466652-bb0f-4a0f-8d52-f23977a383b0_K01.png)

Get a cylinder ready for the oak barrel. From the initial setting properties, it is recommended to set the **Height Cuts** to **2**.

## 2. Create loop cuts

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/5633a067-e44b-4083-b389-d3c9f6497d19_K02.png)

Move the horizontally connected lines up and down to make the shape of an oak barrel. You can use the **Select Edge Loop** selection tool to easily multi-select edges and edit.

## 3. Expand the volume of loops

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/9538b193-8244-4a4c-9571-686735607ff3_K03.png)

After moving the location, use the **Scale** tool to expand the volume of that loop.

**Note:**  Where the gizmos are located is important. From the tools in the **Scene** view, you need to check that the **Handle Position** is set to **Center**.

## 4. Expand the edge loops

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/549aa51b-b26f-4610-92c2-1115d58973ed_K05.png)

Now that the shape is formed, let’s build the metal border that will hold the oak barrel. Select all the horizontal loop cuts and use the **Bevel** tool to add the edge surfaces.

You can select the **Add** (**+**) button next to the **Bevel** tool to adjust the size of the added surface to avoid making it too thin or thick.

## 5. Create a three-dimensional effect

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/61d72e6f-4bcb-40e1-821a-d860dc3a0fc9_K06.png)

The metal frame holds the wooden planks from the outside, so they must be somewhat thick. Select them and, with the **Face Selection** mode on, use the **Extrude** **Faces** tool to make them protrude a little.

Also, select the **Settings** button next to the **Extrude** tool and adjust the **Distance** value properly until it is high enough.

## 6. Merge unnecessary faces

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/00b4a986-083a-47cb-8583-a9c74243daf0_K07.png)

Now that you've finished making the rough barrel shape, it's time to clean it up. For the next step, merge all the small faces from the top and bottom surfaces to simplify the topology. Use the **Grow Selection** tool to select multiple faces and then use the **Merge** **Faces** tool to create the result shown above.

## 7. Refine the UV

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/8dbb1dfa-d1ee-496a-8b9c-d1a602ad5eb5_K08.png)

Select the **UV Editor** tool to evenly flatten the UV map, which currently is unstable from using too many tools. Select **Automatic** or **Manual** mode and properly arrange the surfaces as you learned before.

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/06f5a90f-e60a-484a-a571-a775f38d91d8_K09.png)

For **Automatic** mode, you can set the **Fill Mode** to **Tile** to evenly apply repetitive textures.

## 8. Apply materials and use vertex colors

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/6b83d62f-4861-4863-9c91-37b723198fbd_K10.png)

Now apply colors and materials to make it look like a real oak barrel. You can freely paint using the **Vertex** **Colors** tool. You can either select a face to paint or select a part of it, switch to **Vertex** mode, and have a degradation effect. Also, try applying metal or wood materials from the pack you previously installed using the **Material** **Editor** tool.

## 9. Complete the procedure

![](https://connect-mediagw.unity.com/h1/20230521/learn/images/9d6422e9-3fa6-4901-8734-b503a9806e50_K11.png)

Convert the ProBuilder model into an asset to use it easily in the future. First, reset the position of the model so that the center or the base is located at (0, 0, 0). Then, use the **Freeze** **Transform** tool to change the reference point so that the pivot is in that location. Finally, use the **Export** tool to save it for later use.

**Note**: If you select the **Settings** button of **Export** and set it to **Prefab**, the material will not be degraded and it will be saved in a prefab format, which is easy to reuse in Unity.

## 10. Share your creation

> **Submission required**: media

After you've completed your model, take a screenshot or record a video of it and share it for others to see.
