The Wanna Be Pro campaign showcases Unity creators who turn ideas into polished scenes using UModeler X Pro.
From this pool, we selected works that paired technical quality with a unique story and dedication. One standout is InoXtiC’s “TreeHouse”—a fan-made recreation built in UModeler X for Unity that highlights time-saving in-editor modeling, UV, and painting.
(For readers exploring tools, see our upcoming guides on UModeler tutorial topics and comparisons like UModeler vs Blender.)
Wanna be Pro winner InoXtiC shares the story behind creating “TreeHouse”, inspired by Hololive’s Mumei Treehouse.
In this interview, InoXtiC talks about how Unity’s all-in-one environment (modeling · UV · painting) helped shorten development time, how beginners can adapt quickly, and the pros and cons of a real-time workflow.
“With UModeler X Pro, I was able to handle modeling, UV editing, and painting entirely inside Unity — no external tools were required. That seamless workflow saved me significant time.” — InoXtiC
Introduction
Q. Could you please introduce yourself briefly?
A. My name is InoXtiC. I am a Virtual World Creator and a 3D environment artist.
I enjoy recreating anime-inspired spaces and experimenting with sci-fi mechanical designs using Unity and Blender. I have also created worlds for VRChat, a platform where people gather to socialize and communicate.
Beyond “TreeHouse,” I have worked on a variety of projects, such as:
- Cozy character-themed bedrooms
- Detailed mechanical assets
These works demonstrate my versatility in both environment design and hard-surface modeling.
Portfolio Highlights

✦ Follow me on Discord
Development Process
Q. How long did this project take?
A. The entire process took approximately 5 weeks.
Q. Could you walk us through your overall workflow?
A. The workflow followed this sequence: Idea → Modeling (blockout) → Texturing → Adjustments (if needed) → Lighting → Final Render.
Q. What advantages did you find working directly inside Unity?
A.
- I was able to edit models and immediately test them in-scene with lighting and camera, which greatly accelerated iteration speed.
- Level and game designers could build prototypes on their own and apply gameplay feedback within the same day.
- Because there was no need for repeated export/import cycles, the cost of context switching was effectively eliminated.
Q. What was the biggest challenge and how did you overcome it?
A. UV editing was the most challenging aspect. At times, the process was confusing, but by progressing step by step — even in small increments — I was able to maintain momentum and achieve steady progress.
Highlights of “TreeHouse”


Q. What makes this work unique?
A.
- I aimed to recreate the Mumei Treehouse as close to 1:1 as possible, paying attention to textures, placements, and proportions.
- Although I began with only reference screenshots and no blueprints, I refined the work daily until it closely matched the actual showcase.
Experience with UModeler X Pro
Q. What are the biggest advantages of UModeler X Pro?
A.
- Time saving: Modeling, UV editing, and painting are all integrated inside Unity, ensuring uninterrupted workflow.
- Ease of use: Compared to complex DCC tools, the learning curve is significantly lower, enabling beginners to adapt quickly.
- Real-time workflow: Edits can be made and tested instantly with lighting, camera, or collision in full context.
- Key features: Radial Spinning and Rotate/Align to Face considerably improved placement efficiency.
- Clean UI: The organized interface supported focus and workflow continuity.
Q. What improvements would you like to see?
A.
- More intuitive rotation and alignment UX across objects.
- Enhanced snapping visibility and accuracy.
- Greater precision for fine UV scale adjustments.
- Clearer selection feedback and improved stability for Loop/Loop Cut operations.
- The ability to change hotkeys directly via the right-click menu.
Q. Did you use any other tools along with UModeler?
A. Yes. I occasionally relied on Blender for elements that were either too complex or time-consuming to complete solely with UModeler.
Why UModeler X Pro?
Q. Why did you choose UModeler X Pro over other tools?
A.
- The ability to complete modeling, UV editing, and painting entirely within Unity eliminated resource exchange and format conversion issues.
- Artists, designers, and planners could collaborate in the same scene, allowing faster decision-making.
- “What you see is what you play” — balance, flow, and visibility could be tested immediately.
- Initial blockouts evolved seamlessly into production assets, minimizing pipeline inefficiencies.
Messages
Q. Do you have any feedback for the UModeler team?
A. I would recommend improving Loop/Loop Cut interaction feedback, enhancing snapping accuracy, and adding the ability to edit hotkeys directly via right-click.
Q. Any advice for beginners, students, or indie developers?
A.
- UModeler X allows you to create objects faster and more reliably than ProBuilder, with a cleaner UI.
- While the workflow may feel confusing at first, there are cases where UModeler X proves even faster than Blender.
Closing
We sincerely thank InoXtiC for sharing their insights.
This interview will be featured on the UModeler official blog and shared across Discord and community channels to inspire more creators.
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