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· 2 min read

August 21, 2025, 10:21 AM


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!