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· 6 min read

UModeler X Rigging Workflow and Usage Guide

SEO Intro:
If you’re searching for a UModeler X rigging guide or a complete Unity rigging tutorial, this article shows how to create and animate 3D models directly inside Unity.
Learn step-by-step—from bone creation to skinning and weight painting—how to rig models efficiently with UModeler X.

Hello! Today I’ll walk you through how to bring your 3D models to life using the rigging features of UModeler X. Rigging may look complicated at first, but with UModeler X it becomes much easier and more intuitive. 😊

For any modeled object to move in-game, the rigging process is essential. UModeler X’s rigging mode lets you handle everything in one place — from bone creation to skinning and weight adjustment. In this guide, we’ll go over the core steps and walk through a flower model example to see the process in action.


📌 Rigging Workflow

  1. Prepare a UModeler X object with completed modeling and UV unwrapping
  2. Enter Rigging Mode and run Start Rigging
  3. Create bones (using Build / Edit Bones)
  4. Perform skinning (with Auto Weight, Weight Brush, etc.)
  5. Test the result by moving bones and applying animations

1. Preparing Modeling and UV Unwrap

Before starting rigging, make sure modeling and UV unwrapping are completed.

  • Modeling: Finish the 3D shape of the character or object
  • UV Unwrap: Flatten the 3D surface into 2D so textures are mapped correctly

💡 TIP: Double-check the model’s structure before rigging. After rigging, mesh modifications can be difficult!


2. Entering Rigging Mode

Now let’s start rigging. Select the model and switch to Rigging Mode in UModeler X.

Running Start Rigging

Before starting:

  • Ensure the pivot is located at the bottom center of the model
  • Set the model’s position to (0,0,0) for smoother workflow

When ready, click Start Rigging to move on to bone creation.

🌸 Flower Model TIP: For a simple flower model, you don’t need a separate root bone — just running Start Rigging is enough. For non-complex objects, the default setup works great!


3. Creating Bones

Bones act as the skeleton that drives your model’s movement. UModeler X provides several ways to create them.

Bone Creation Tools

  • Build Bones: Create bones directly on the mesh and set up quick connections

  • Edit Bones: Edit existing bones or add new ones

🌸 Flower Model Bone Setup

  1. Use Edit Bones → Add to create bones from the bottom of the stem upward
  • Divide the stem into 3–5 segments for smoother bending
  • Place each bone along the stem in sequence
  1. Assign clear names for easier management
  • Use BoneNameRename to give descriptive names

  • Example: “Stem_1”, “Stem_2”, “Petal_Left”, “Petal_Right”

💡 TIP: In the Scene View, adjust bone color and vertex size from the UModeler UI. Pick a size that’s comfortable for editing!


4. Performing Skinning

Skinning connects bones to mesh vertices. Each vertex is influenced by bones through weight values.

Weight Editing Tools

  • Weight / Weight Brush: Fine-tune weights manually
  • Auto Weight: Quickly assign weights automatically
  • Weight Transfer: Copy weights from another mesh for consistency
  • Mirror: Mirror weights on symmetrical models to save time
  • Envelope: Visualize bone influence for intuitive editing

🌸 Flower Model Skinning Steps

  1. Apply Auto Weight
  • After adding bones, run Auto WeightApply Auto Weight. UModeler X analyzes the mesh and assigns initial weights automatically. A great starting point! ✨
  1. Check and Fix Errors
  • Rotate the stem bones to see if unrelated parts (like the flowerpot) move. If the pot moves, set those vertices’ weight to 0 so it stays fixed.
  1. Manually Adjust Petal Weights
  • When rotating petal bones, the flower head should move naturally while petals stay controlled. Adjust weights to ‘1’ or ‘0’ for precision. This step is key to making the flower feel alive.
  1. Smooth with Weight Brush
  • Use the Weight Brush to soften transitions between bone influences. Natural blending prevents harsh deformations, making animations more fluid and realistic.

5. Checking the Results

Once skinning is complete, test your rig:

  • Bend the stem and check if the mesh stretches or breaks unnaturally
  • Animate petals to see if they open/close smoothly or sway like in the wind

If the results aren’t as expected, tweak bone placement or weights until you get natural movement. With a few iterations, you’ll achieve a polished rig! 😊


Wrapping Up

With UModeler X’s Rigging Mode, you can handle everything from modeling to rigging in one seamless workflow. Convenient and powerful! ☺️

As we saw with the flower model, even simple objects can become dynamic and expressive with proper bones and carefully adjusted weights. Just imagine your models moving naturally in a game — exciting, right? With UModeler X, any model can come to life.

I hope this guide helps you in your 3D creation journey! 🌸

UModeler X – Your 3D Assistant in Unity.

Visualize ideas faster. Streamline your workflow.


🎥 UModeler X Rigging Tutorial – Full Version

Now that you’ve learned the steps in writing, how about reviewing them all at once with a video?

▶️ Click the video below to follow along with the complete process from bone creation to skinning in just 5 minutes.

UModelerX

Try it for free now!

Get Started ↗

· 5 min read


Why Modeling Tools Matter in Unity

Unity is one of the most popular game engines used by developers and artists worldwide.

Traditionally, 3D models were created in external DCC (Digital Content Creation) tools and then imported into Unity.

This workflow works well for high-quality assets, but it’s often inefficient for prototyping, iteration, and level blockouts. Recently, modeling tools built directly into Unity have matured, giving developers more flexible workflows. Two key examples are UModeler X and ProBuilder.

At the same time, external creation is still common—and among external tools, Blender stands out as the most widely used free and open-source option.


Overview of the Three Tools

UModeler X – Your 3D Assistant in Unity

UModeler X is an all-in-one solution inside the Unity editor, offering polygon modeling, UV unwrapping/editing, texturing and painting, basic sculpting, simple rigging, Curve Mesh modeling, Push-Pull (SketchUp style), and even auto-retopology.

With no need to switch tools, you can quickly turn ideas into 3D models and test them instantly inside Unity.

It gives level designers, programmers, and tech artists a strong advantage through fast iteration and an optimized Unity workflow.

ProBuilder – Fast and Intuitive Prototyping

ProBuilder is Unity’s official free modeling tool, designed for quick blockouts and level prototyping using primitive shapes and simple polygon editing.

It doesn’t provide advanced features like texturing, sculpting, rigging, or auto-retopology.

This makes it ideal for fast, free blockouts, but less suited for final asset creation.

👉 If you want both rapid prototyping and a streamlined Unity workflow, UModeler X goes beyond basic editing—it acts as your 3D Assistant.

Blender – A Free and Powerful Full-Stack 3D Tool

Blender covers the full 3D pipeline: modeling, texturing, rigging, animation, rendering, and more. It’s free, open-source, and supported by a massive community, making it a reliable choice for both indie and AAA development.

However, Blender works independently from Unity, meaning you’ll need to export/import assets (FBX, GLTF, etc.). While this adds extra steps, Blender is still essential for creating high-quality assets with maximum flexibility and detail.


Feature Comparison

Feature / ToolUModeler XProBuilderBlender
In-Unity Modeling✅ Advanced (polygon-level)✅ Basic modeling❌ External tool required
UV Editing✅ Supported⚠️ Basic only✅ Advanced
Painting✅ Supported❌ Not supported✅ Advanced (nodes, baking, etc.)
Polygon Modeling✅ Precise⚠️ Limited✅ High/Low poly capable
Curve Mesh Modeling✅ Supported⚠️ Basic only✅ Advanced (NURBS)
Push-Pull (SketchUp Style)✅ Intuitive (line & face based)❌ Not supported⚠️ Possible, less intuitive
Rigging✅ Basic support❌ Not supported✅ Advanced
Sculpting✅ Basic features❌ Not supported✅ Advanced (high-poly detail)
Auto Retopology✅ Supported (simpler than Blender)❌ Not supported✅ Advanced (manual/auto)
Workflow Efficiency🚀 Very high (no tool switching)⚠️ Limited (blockout-focused)❌ Lower (export/import required)
Learning Curve🙂 Moderate (Unity-friendly)✅ Easy (quick to learn)💡 Steep (but well-documented)
PricePaid (Pro/Personal/Plus)FreeFree

Workflow & Learning Curve

ProBuilder – Light and Fast

The biggest advantage of ProBuilder is accessibility. Anyone can pick it up directly inside Unity, making it great for quick blockouts or simple structures. However, its limited feature set means you’ll eventually need an external tool for full production.

Blender – Powerful but Demanding

Blender is extremely powerful and covers everything from modeling to animation and rendering. The downside is its steep learning curve and the need for export/import steps when working with Unity. For beginners, it can feel overwhelming—but for those who stick with it, Blender becomes an invaluable long-term tool.

UModeler X – The 3D Assistant in Unity

UModeler X excels at fast iteration, letting you model directly in Unity and test results immediately. Its Unity-friendly interface makes it easier to learn than Blender, while its all-in-one toolset saves you from constantly switching software. That’s why it truly works as a “3D Assistant” within Unity workflows.


Pricing & Accessibility

  • ProBuilder: Free, officially provided by Unity—accessible to everyone.
  • Blender: Free and open-source, with a wide feature set and strong community support.
  • UModeler X: Paid plugin, but its workflow efficiency and time-saving benefits make it well worth the investment.

Which Tool Should You Choose?

  • For quick prototypes and blockouts → ProBuilder
  • For full-stack 3D creation and high-quality assets → Blender
  • For maximizing iteration speed and productivity in Unity → UModeler X

Conclusion: Your 3D Assistant in Unity

For smaller projects or simpler workflows, UModeler X alone can take you from modeling to texturing without leaving Unity.

For projects requiring top-quality assets, Blender remains indispensable.

But rather than thinking of them as alternatives, it’s better to see them as complementary. Blender handles high-quality asset creation, while UModeler X assists with fast adjustments, fine-tuning, and iteration once those assets are in Unity.

In fact, combining Blender and UModeler X gives you the best of both worlds: artistic quality and development efficiency.


UModeler X – Your 3D Assistant in Unity.

Visualize ideas faster. Streamline your workflow.

UModelerX

Try it for free now!

Get Started ↗

· 5 min read

Theme parks have always been places of joy and excitement. Everyone has memories of thrilling rides, parades, and cozy cafes — so it’s no surprise that games based on theme park management and simulation have been popular for decades.

These games let players design and run their own amusement parks, combining the joy of creativity with the challenge of business strategy. Let’s take a closer look at some of the most successful theme park games, and then see how you can build your own theme park experience directly inside Unity with UModeler X’s brand-new ‘Theme Park’ asset.


Classic Theme Park Game Success Stories

🎢 RollerCoaster Tycoon

  • Release: 1999, developed by Chris Sawyer
  • Why It Succeeded:
    • Stunning graphics and a realistic physics engine that made the park feel alive
    • Extreme freedom to customize every detail — from buildings to lighting and music
    • Most importantly, a strong community of creators emerged. Players shared their rides and park designs with each other, constantly inspiring new ideas and keeping the game fun for years.
  • Learn More: Wikipedia ↗ | Steam Page ↗

🌍 Planet Coaster

  • Release: 2016, by Frontier Developments
  • Why It Succeeded:
    • Stunning graphics and a realistic physics engine that made the park feel alive
    • Extreme freedom to customize every detail — from buildings to lighting and music
    • Most importantly, a strong community of creators emerged. Players shared their rides and park designs with each other, constantly inspiring new ideas and keeping the game fun for years.
  • Learn More: Official Website ↗ | Steam Page ↗

🎠 Theme Park

  • Release: 1994, developed by Bullfrog, designed by Peter Molyneux
  • Why It Succeeded:
    • One of the very first theme park management sims, paving the way for the genre
    • Memorable humor and quirky animations when guests complained or the park failed
    • Balanced business management with light-hearted fun
  • Learn More: Wikipedia ↗ | MobyGames ↗

🏗️ Parkitect

  • Release: 2018, indie game
  • Why It Succeeded:
    • Charming, nostalgic graphics reminiscent of RollerCoaster Tycoon 1 & 2
    • New management features like staff-only areas and supply logistics
    • A polished indie title that won over both classic fans and new players
  • Learn More: Official Website ↗ | Steam Page ↗

What Makes Theme Park Games Fun?

Across all these titles, one thing stands out: the joy of creating your own dream world. Building a space where guests explore, ride attractions, and react to your ideas is endlessly satisfying.

And this magic isn’t just in the past — today’s developers can still capture it. But now, you don’t need years of resources to start building. With the right tools, you can design a living, breathing theme park world directly inside Unity.


Introducing the New ‘Theme Park’ Asset for Unity

With UModeler X, we’re excited to release ‘Theme Park’, a ready-to-use asset pack designed for hyper-casual and casual adventure games. It’s more than just props — it’s a complete playground for your ideas.

What’s Inside?

  • 🎢 Ride Animations: Ready-made rides like Ranger and Drop Tower
  • 🎟️ Ticket Booth & Park Props: Perfect for a realistic entrance setup
  • Cafe & Restaurant Areas: Chairs, tables, and cozy decorations
  • 🎆 Fireworks Particles: Add festival vibes and celebration scenes
  • 🎮 UModeler X Compatibility: Edit meshes, UVs, and recolor directly in Unity
theme_park 1theme_park 2

Why Build with UModeler X?

Game development is all about speed and creativity. With Theme Park + UModeler X:

  • Turn an idea into a playable scene in no time
  • Edit and customize everything directly in the Unity Editor
  • Apply it across hyper-casual, VR/AR, and even educational projects

No more waiting on asset revisions or external tools — you can go straight from concept to prototype.


Requirements

  • Unity 6000.0.36f1 or higher
  • URP / Built-in supported (HDRP convertible)

Try It Now 🚀

Discord

Join the official UModeler community

Go ↗

Asset Store

Check out Theme Park on the Unity Asset Store

Go ↗

Homepage

Visit the official UModeler X website

Go ↗

Tamplate

See All Templates

Go ↗

· 3 min read


Hello from UModeler X! 🎮

Over the past year, we’ve been preparing a stylized asset template library designed to make development smoother and faster for indie developers and hyper-casual game creators. And this month, we’re excited to unveil the very first release in this series: Sea Otter Chef! 🦦

👉 Experience the Sea Otter Chef Beach Village Demo directly inside Unity.


More Than Just an Asset Pack

Sea Otter Chef goes beyond being a simple stylized environment pack. It’s a template-based library built to be used right away in hyper-casual and casual adventure game projects.

Here’s what’s included:

  • 🦦 Adorable Sea Otter Chef Character: Add charm with a unique main character.
  • 🏝️ Beach Village Objects: Houses, shops, palm trees, parasols, and more to set the scene.
  • 🍤 Cooking-Themed Props: Cute kitchen items to enrich storytelling and interactivity.

Optimized for Unity & UModeler X

Seamlessly compatible with both Unity and UModeler X, Sea Otter Chef allows you to freely edit meshes, recolor assets, and adjust UVs—directly inside the Unity Editor.

With UModeler X Pro, you can move from concept to a playable scene in no time. Since speed is crucial in hyper-casual development, this template gives you the power to prototype instantly and keep your workflow efficient.


A Roadmap of Continuous Updates

Sea Otter Chef is just the beginning. We’re planning to expand this template library with more themed environments such as fantasy villages, forest towns, and beyond.

By using these templates, developers won’t just be buying assets—they’ll be adopting ready-to-use solutions that shorten workflows and let them focus on what matters most: building great games.


Key Features

  • 🦦 Charming Character: A lovable otter chef to bring life to your project.
  • 🏝️ Stylized Beach Environment: Complete with buildings, props, and tropical details.
  • 🍤 Cooking-Themed Items: Props that enable fun, interactive storytelling.
  • 🎮 Full UModeler X Integration: Mesh editing, UV adjustments, recoloring, and more.
  • 🌐 Versatile Use Cases: Perfect for hyper-casual games, VR/AR experiences, simulations, and more.


Specs

  • Unity 2020.3 or newer
  • URP supported (HDRP conversion possible)

Get Started Now

Check out the links below to learn more and start creating with Sea Otter Chef:

Kick off your creative hyper-casual game projects with UModeler X and Sea Otter Chef! We’re here to support your journey every step of the way. 🚀


· 2 min read

Over the past year, we’ve been building digital twin environment assets that work seamlessly in both game and industrial contexts with UModeler X Unity.

This month, we’re thrilled to release the first milestone of that effort — NeoFactory! 🎉

👉 Check out the simulation demo running inside Unity below.

Why NeoFactory?

NeoFactory isn’t just another stylized 3D factory pack.

It opens a streamlined way to build industrial workflows and simulation prototypes quickly and reliably.

  • Modular industrial assets: factory buildings, machinery, conveyors, pipelines, industrial props
  • Neon cyberpunk aesthetic: futuristic visuals blended with realistic industrial design
  • Full Unity & UModeler X compatibility: edit assets directly inside Unity for rapid iteration

Workflow for Industry & Simulation

We go beyond game-ready assets to help teams build digital twin prototypes fast.

We’re currently developing a demo simulation aligned with Korean civil engineering scenarios — leveraging Unity and NeoFactory for roads, bridges, and industrial complexes to create presentation-ready, realistic environments.

Planned expansions include smart factories, logistics warehouses, energy plants, production lines, ports, and more.


Roadmap

NeoFactory is just the beginning. For UModeler X Pro customers, we plan to ship additional industrial digital twin packs as ready-to-use templates. This will enable faster prototyping and more efficient workflows for real industrial projects as well as games.


Key Features

  • 🏭 Digital twin industrial environment – production modules, machines, conveyors, racks/pipes, process props
  • 💡 Neo industrial mood – distinctive lighting and details
  • ⚙️ Modular structure – mix & match buildings, machines, and facilities
  • 🎮 UModeler X compatibility – edit/remesh/UV/recolor directly in the editor
  • 🌐 Versatile uses – games, VR/AR, metaverse, digital twin simulations


Specifications

  • Unity 2020.3 or higher
  • Supports URP

Get Started Now

Experience new possibilities in both industrial environments and game worlds with UModeler X and Neo Factory.
We look forward to seeing your creative simulation projects.


· 5 min read

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.

👉 Learn more about UModeler X Pro
👉 UV Fine-Tuning Tips

💬 What do you think?
Share your thoughts on the creation process or your own experience with UModeler X Pro in our Discord community!

· 6 min read
Jaesik Hwang

UModeler X Pro Release and Q1 2025 Update

UModeler X, the innovative 3D content creation tool for Unity, proudly introduces its Pro License. Equipped with powerful modeling features, advanced tools for professionals, and access to a premium 3D template library valued at over USD 700, the Pro license is designed to empower both individual creators and teams.

This blog post outlines the full details of the UModeler X Pro license, its pricing, direction for the existing Plus version, the free School license for educators and students, our release roadmap, evangelist activities, and a summary of the major updates completed during Q1 2025.

· 3 min read
Jaesik Hwang

We are thrilled to announce that UModeler X Plus 1.0 will be officially released on November 20, 2024, marking a significant milestone in 3D content creation for Unity developers. Following our successful Early Bird release in September, we have enhanced and refined our toolset to deliver a powerful modeling solution that will be available starting November 20th.

· 3 min read
Jaesik Hwang

Hello UModeler X Plus users,

We are excited to announce that UModeler X Plus 1.0 official version will be released on November 20th. Since the Early Bird version release in September, our team has been working diligently to prepare for the official version.

However, we need to share one piece of news that might disappoint you. The SketchUp-style modeling features we promised in September won't be fully implemented by the 20th. Implementing these features perfectly in the new UModeler X architecture has presented more technical challenges than anticipated. We plan to enhance this functionality through continuous updates after the 1.0 release.

· 5 min read
Jaesik Hwang

Hello everyone,

We're excited to share some thrilling updates about UModeler from October 2024 with our community.

Unite 2024 Participation

UModeler participated as a sponsor at Unite 2024 (September 18-20, 2023), drawing significant attention from developers worldwide. Notably, we received exceptional interest not only from game developers but also from university educators and students, highlighting how in-Unity 3D modeling capabilities can significantly lower the barriers to education and learning.

· 5 min read
Jaesik Hwang

isometric-thumbnail

Hello, UModeler X Users!

In this June blog, we bring you various exciting news. From the completion of the Low Poly tutorial series and the release of the Zepeto item guidebook to the latest updates in UModeler X and the results of the game jam held with FIA, there's plenty to catch up on. Check out the latest developments and community activities with UModeler X!

· 3 min read
Jaesik Hwang

Hello UModeler X users! Today, we're excited to share some thrilling and valuable updates with you. In this blog post, we'll cover the latest news, updates, and our achievements with UModeler X.

UModeler X Game Jam Announcement!

FIA-GameJAM

First, let's talk about the UModeler X Game Jam. This game jam, hosted in collaboration with Future Inspire Academy (FIA), focuses on creating 3D games using Unity. FIA is a non-profit organization dedicated to providing game development education in a fun and flexible manner. They offer Unity challenges, game creation tasks, mentoring, and a gamified leaderboard to support developers worldwide.

We sponsor this game jam. Participants will use UModeler X's rigging, painting, AI texturing, and modeling features to develop creative games. All participants must submit their projects on GitHub, with primary assets created using UModeler X. For detailed rules and participation, check the links below.

· 4 min read
Jaesik Hwang

BeginnerLearningCourses

Enhancements to the UModeler X Tutorial Courses for Beginners

The tutorial course for beginners in UModeler X has been newly strengthened, making it easy for anyone to enter the world of 3D modeling. Now, after learning the basics of modeling, rigging, and painting, you can proceed with practice-like exercises through low poly modeling. The newly added 'Lowpoly Table and Chair' and 'Lowpoly Tower' tutorial videos will be an excellent next step for those who have completed the basic education.

· 3 min read
Jaesik Hwang

Hello everyone! I'm very happy to introduce our second blog post. Today, we'll talk about the major updates made over the last two months, the newly added painting mode guide, and the backlog we are working on to make UModeler X even more stable.

Major Updates for January and February 2024

Several useful features were added in January and February this year. Take a look, and if you're still using an older version of UModeler X, I hope you take this opportunity to update to the latest version.

· 10 min read
Jaesik Hwang

Hello! I'm very excited to start a blog like this. I was thinking about what to write for my first blog post, and I decided it would be interesting to talk about why we started developing UModeler X, the process we went through, and how we plan to develop it further, as this is something we haven't had many chances to discuss.

The reason I started developing UModeler X while the existing UModeler was receiving a lot of love from Unity developers is as follows:

  1. To allow for smooth editing of high-poly 3D data within the Unity editor.
  2. To integrate all functions needed for 3D data creation, including modeling, rigging, painting, and sculpting, so that games can be made 100% within Unity.
  3. To lay the groundwork for runtime solution development as well as editor solutions, aiming to develop new products for more 3D creators outside of Unity.
  4. To allow creators to make various contents such as 3D worlds, games, items, and characters with UModeler X, and to support more creators' creative activities with the results produced from here.

UModeler X Development Story