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FAQ

UModeler X | General

What’s UModeler X?

UModeler X is an all-in-one 3D asset creation solution offered as a Unity plugin. With UModeler X, you can create and edit high-quality 3D models directly in the Unity Editor using its advanced modeling, UV editing, rigging, painting tools, and AI texturing capabilities.

You can find more information about UModeler X on the website below.

What are the advantages of using UModeler X compared to Blender, Maya, 3ds Max, Photoshop and Substance Painter etc?

Using UModeler X allows for direct editing of 3D models in the Unity game engine, offering higher productivity compared to relying solely on external tools like Blender, Max, or Maya.

Additionally, UModeler X enables you to modify 3D data created in these external tools right within Unity. Without UModeler X, you would have to undergo the cumbersome process of editing in an external tool and then re-importing into Unity. However, UModeler X eliminates this hassle.

Beyond just modifying 3D data, UModeler X allows you to create high-quality 3D models from scratch within Unity, enabling you to see them immediately in the final scene. This saves a significant amount of effort and time.

What is UModeler X's pricing model?

The essential features of UModeler X are provided for free and can be used by anyone. We plan to continue this policy while offering extended features as a paid subscription in the future.

The pricing model we are currently considering is as follows. It may change depending on the circumstances

Basic / EducationProBusiness
FreePaidPaid
Essential 3D Editor Package+ Extended 3D Editor PackageSame as Pro
Essential 3D Asset Package+ Extended 3D Asset PackageSame as Pro
+ Network License
Individual or TeamIndividualTeam
Commercial use allowedCommercial use allowedCommercial use allowed

The Essential 3D Editor Package includes all features offered during the open beta period (Sep.2023~). This package will continue to be available for free. For information about the features inlcuded in the open beta, please refer to the Editable Mesh section of the online manual.

The Extended 3D Editor Package is an expansion pack for UModeler X, providing additional, extended features for users with a paid subscription.

What are the differences between UModeler X and the original UModeler?

One of the main reasons for developing UModeler X, despite the existing UModeler being already released, was the limitation of the original UModeler in editing high-polygon models. Additionally, since the original UModeler was designed with a focus on 3D modeling, it faced challenges in implementing rigging and painting features.

For these reasons, UModeler X was developed to offer higher performance and scalability, and we successfully launched its open beta in September 2023.

You can see a rough comparison of the open beta version of UModeler X and the original UModeler in the table below.

CategoryFunctionUModelerUModeler X
ModelingPolygon Editing✔️✔️
Sketch-based Smart Modeling✔️
Push Pull✔️
Modifiers✔️
Processable Face CountLow-polyHigh-poly
UV EditingUV Unwrap✔️✔️
Hotspot Texturing✔️
LSCM Algorithm UV Unwrap✔️
RiggingBone Editing✔️
Weight Editing✔️
Auto Rigging✔️
└ Auto Weight✔️
└ Build Bone✔️
Painting3D Painting✔️
Layer-based Texturing✔️
Brush Editing✔️
AI Texturing✔️

We have also prepared a UModeler X usage guide for existing UModeler users.

We hope this document clearly explains which solution you should use, UModeler X or the existing UModeler

Are there some benefits for the existing UModeler users?

UModeler X is planning to launch a paid subscription model.

Existing UModeler users will be offered the opportunity to access the additional advanced features of UModeler X at a more affordable price when the paid subscription model is launched. We will provide more detailed information about this when the paid model is released.

What versions of Unity are compatible with UModeler X for smooth operation?

UModeler X operates smoothly with most of the latest Unity versions from Unity 2020 to 2023. If you encounter any issues using UModeler X with these versions, please feel free to contact us through the channels below for prompt assistance:

How can I learn to use UModeler X?

You can learn the overall usage of UModeler X through the Online Manual. Also, you can share tips and know-how about using UModeler X and ask questions on the UModeler Discord server.

When does the UModeler X open beta end?

The UModeler X open beta began on September 1, 2023, and the essential features of UModeler X, including high-quality modeling, rigging, painting, and AI texturing, were released simultaneously with the start of the open beta.

The purpose of this open beta is to incorporate user feedback to create a more stable version of UModeler X.

The open beta is planned to continue until the first half of 2024, when the paid subscription model is ready.

I want to uninstall UModeler X from my project.

To uninstall UModeler X from your project, first open the Hub. Then, click on the three dots button next to UModeler X and select the 'Uninstall' option.

UModeler X | Editing General

I want to apply a lightmap to a model created with UModeler X.

By turning on the LightMap Static property in the Local Settings Tool under the Misc group, you can easily enable the light-related static options for GameObjects. This tool also supports MultiObjects.

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After turning on Lightmap Static, you can create Lightmap UVs based on the current mesh with Generate UVs. The settings information required for generating lightmaps can be configured in Preferences > UModelerX > Lightmap.

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I want to transfer and use 3D model data created with UModeler X to other tools like Blender and Maya.

We recommend using the .fbx exporter provided by Unity to extract data worked on in UModeler X into a separate file.

You can get more detailed information on the page below, and it's available for immediate use after downloading from the package manager.

FBX Exporter | 2.0.3-preview.3

We will prepare an export tool that can be used directly from UModeler X in the future.

How to Remove UModelerX Data from Prefab Assets

Prefab Assets contain both UModelerX editable data and renderable mesh data for convenience in file management. However, there are times when the UModelerX editable data becomes unnecessary, such as after editing is complete or when UModelerX is deleted from the prefab. In these instances, you can delete the data using the following method

  1. Select the Asset or Assets you wish to delete.

  2. Right-click and select 'Clean Unused UModelerX Data' and 'Clean Unused UModelerX Mesh', which can be found under Assets/UModeler X.

    Untitled

    • Clean Unused UModelerX Data removes the UModelerX Data that is not being used.
    • Clean Unused UModelerX Data and Mesh removes both the unused UModelerX Data and Unity Mesh Data.
    • For Mesh Data, this operation deletes unused Mesh Data in MeshFilter, SkinnedMeshRenderer, and MeshCollider.

We plan to support automatic removal in the future

What impact does using prefabs with UModeler X data have on post-build performance?

  • Using prefabs that include UModeler X prefabs can affect overall performance. This is mainly due to the Mesh.isReadable setting. When this setting is enabled, mesh data exists in both CPU and GPU accessible memory, impacting actual runtime memory usage.
  • If the prefab size increases, the amount of data increases, which can affect loading times. Additionally, increased size can reduce cache hit rates, leading to performance degradation.
  • Therefore, if you need to use a large number of prefab meshes, it might be more efficient to extract only the Unity meshes from the UModeler X prefabs.
  • However, if the number of prefabs in the scene is not large or if they are low-poly meshes, using prefabs with UModeler X data should not significantly impact performance.
  • Using prefabs with UModeler X allows for convenient editing directly with UModeler X without needing a separate export process.
  • UModeler X related code is designed not to run at runtime, so it does not directly use CPU resources during runtime.
  • Decisions on the extent of using UModeler X prefabs should be made after testing, considering the target hardware, types and amounts of meshes used, and their sizes.

How to Use a Specific Object Created with UModeler X in Another Project or Share It with Others

  1. Create a Mesh with UModeler X: For this example, an alien mesh is created using the Iconsphere basic shape.

    Untitled

  2. Save Your Scene: After saving, the data for the objects created with UModeler X will be located in Scenes/[YourSceneName_UModeler]. Each object's data is named after the object itself. In this case, as the folder name is SampleScene, you can see the created objects in the project window as shown.

    Untitled

  3. Turn the Created Object into a Prefab: In the Hierarchy window, convert the iconsphere-alien object you created into a prefab as demonstrated in the provided GIF.

    make-a-prefab

  4. Exporting for Use in Other Projects or Sharing: You can now export this prefab file along with the files in the SampleScene folder as a .unitypackage. This makes it possible to import and use it in other projects, or easily share it with friends. Before importing it into another project, ensure that UModeler X is installed in that project.

    export-umoder-x-object

UModeler X | Modeling Mode

How can I change the pivot of the selected elements?

note

A pivot is a reference point for adjusting the position, rotation, scale, etc. of an object. Pivots are primarily used as the origin position of an object and are the reference points that define the position of a gizmo and the position of each element in object space.

FAQ_EditableMesh_Pivot_1.png

At the top of the Unity Editor, you will find a button that allows you to choose whether you want the Gizmo base to be a Pivot or the Center of the selected element.

FAQ_EditableMesh_Pivot_2.png

You can use these buttons to change the Gizmo's base point, and the position of the Gizmo will update based on the base point.

Can I edit meshes in .FBX format created with external tools using UModeler X?

Yes, of course. You can edit externally created FBX files in Unity using UModeler X.

Drag and drop the FBX file into your current Unity project to import it.

Simply placing the mesh of the file in the scene does not allow you to edit it directly with UModeler X, even if it is installed.

To edit the file, go to the upper right menu: Game Object > UModeler X.

At this point, there are two options:

  • UModelerize Merge Vertices: If there are multiple vertices in the same position, merge them all.
  • UModelerize: UModelerize the original data without any changes.

Choose one of the two options above to convert the imported data into a UModeler X mesh. This process is called UModelerizing.

Once UModelerized, the UModeler X UI will appear in the Inspector window, and you can edit the mesh.

If the mesh has rigging data, you can move to the Rigging tab to perform rigging-related editing tasks.

Can I import UModeler X model data that was created in a different project?

  1. Save the Scene of the project you are currently working on with UModeler X.

  2. When saving the Scene, UModeler X's configuration files are saved by creating a folder in the current Scene path with the format "SceneName_UModeler.”

    Untitled

    Untitled

  3. Copy the Scene file and the folder created above (in the format "SceneName_UModeler") along with its internal files.

  4. Create a new project. (Make sure to install UModeler X in the new project.)

  5. For the new project, paste the Scene and copied folders with the same structure as the original.

  6. When you open the copied Scene in the new project, you can use UModeler X as you were originally working with it.

I want to turn off the display of the mesh's wireframe.

The wireframe of the mesh is typically displayed in edit mode and is automatically deactivated in object mode.

If you want to make it invisible even in edit mode, you can deactivate the [Debug/Display Wireframe] attribute in the Preferences menu, which appears when you click on the gear icon in the toolbar.

Alternatively, in the Edge or Face tool, you can achieve the same effect by activating the Hide Edge Overlay as shown below.

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I want to use a material with a 1-meter scale marked on it.

From UModeler X version 0.14.0, Ruler Grid textures in four colors: Red, Green, Blue, and Gray are provided as materials for BiRP, URP, and HDRP.

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By setting one of these materials as the default material for UModeler X in the Preferences window as shown below, it can be used as the default material for newly created UModeler X objects.

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UModeler X | Painting Mode

How do I paint on an existing model with textures without it erasing all the textures?

You can resolve this by using the model's texture as a layer if there is a texture on the existing model. The method is as follows:

  1. Convert the model with a texture to a UModeler X model using UModelerize.
  2. Switch to the painting mode of UModeler X.
  3. After setting the resolution, properties, and background color, start painting by pressing the start painting button.
  4. Create a new Fill layer.
  5. Put the existing texture into the albedo slot of the Fill layer. You can see the existing texture applied.
  6. Painting is affected by the layer order, so move the layer you set up to the very bottom and create a Paint layer above it for painting.
  7. Paint using the desired brush and tools.

How do I save a painting texture?

There are two methods to save a texture.

The first method involves using the 'Output' found in 'Map Source'. This tool allows you to export your current painting data in its entirety, or by channel or layer, in PNG format.

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The second method is to use the 'Auto Save Textures' option located in 'Preferences'. When you exit the editor or painting mode, the texture is automatically saved. This property has been added since UModeler X version 0.13.2.

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In this case, the texture will be automatically overwritten and saved under the following conditions.

  • Original material must have a texture.
  • This texture must have the Read/Write option enabled.
  • Supported texture extensions are .png, .jpg, .jpeg, .tga, .tpic, and .exr.
  • Not available for Default UModeler materials.

How can I apply a texture to a specific layer in Painting mode?

To apply a texture to a specific layer in Painting mode, you can use the 'Import Layer Image' function. This allows you to import an image directly onto the selected layer as illustrated below.

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UModeler X | AI Texturing

What is the installment-based version of the AI-Texture service?

The installment-based version requires a PC with WebUI and Stable Diffusion installed.

The AI Texturing feature in UModeler X, in conjunction with the Stable Diffusion web UI, simplifies the process of texturing your models with images. This feature makes complex and time-consuming texturing tasks quick and easy.

UModeler X offers convenient methods for creating 2D images with AI and seamlessly projecting them onto 3D models.

Since UModeler X connects to the WebUI and Stable Diffusion installed on your computer, there are no additional costs incurred. Therefore, you can freely utilize AI power to create 3D content without worrying about extra expenses.

When can I try the AI texturing of UModeler X?

You can try AI Texturing starting from September 2023 using UModeler X ver 0.11.0 or later verions. For more detailed information about AI Texturing, please refer here.

Stable Diffusion works well with UModeler X if you are using version 1.5 series. We cannot guarantee 100% compatibility with other versions as we have not tested them.

As for WebUI, if you have downloaded a version from AUTOMATIC1111, you should be able to use it without any issues. For more details, please refer to the WebUI Installation Guide.

UModeler X | Zepeto Item Creation

T-shirt boundary masking work tip using UModeler X

Masking is a process that indicates whether the inner body mesh is hidden by clothing, preventing defects where the inner polygons stick out during animation. However, if the masking is not carefully done for the parts in contact with the clothing boundary, issues such as gaps on the skin may occur.

I'll share some tips for doing boundary masking well.

  • Improper masking technique

    The black masking goes beyond the T-shirt's boundaries, sticking out. When you export it and preview it in the playground level, the black-painted areas become transparent, creating the illusion that there's no skin underneath.

  • Proper masking technique

    We'll attempt to correct the data and make it accurate. By modifying the sections that go past the T-shirt's boundaries to white, and precisely painting only the areas inside the T-shirt that should be concealed in black, the skin will appear as intended.

Solution for mesh distortion in Zepeto long pants items caused by incorrect weight application at ankles

Untitled This is a solution to the issue of mesh distortion around the ankle area when creating long pants, as seen in the examples above.

  • Cause

    The problem occurs when there are no weight values around the ankle, but the weight transfer tool in rigging mode mistakenly obtains weight information from other parts or picks up small, incorrect values.

  • Solution

    To resolve this issue, manually select the vertices at the very end of the ankle area, where weights should not be taken, and use the weight tool to set their weight values to 0. You will need to adjust the weights for the Foot, Heel, and Toes bones, making a total of 6 bones (one pair for each side) with weight values set to 0.