[VSP] UModeler X – In-Editor 3D Workflow for Unity (Become Free April 15)

Asset store links : [UModeler X Pro] [UModeler X Plus] [UModeler]


Hello Unity Community,

The UModeler Team has been developing a Unity tool called UModeler over the past few years, with the goal of reducing the need to switch between multiple tools during the 3D content creation process.

A typical workflow in Unity often involves:

modeling → external DCC tools → UV → adjustments → returning to Unity

While this approach is widely used, frequent context switching can interrupt workflow and reduce overall efficiency, especially during iterative work.

About UModeler X

UModeler X is designed to streamline this process by enabling key steps of 3D content creation directly within the Unity Editor.

With UModeler X, users can:

  • Perform modeling directly inside Unity
  • Edit UVs without exporting or re-importing assets
  • Make quick adjustments within the same environment
  • Maintain a more continuous and efficient workflow

Free Access Starting April 15

Over time, we have observed that UModeler has been positively mentioned in Discussions as an alternative to ProBuilder. At the same time, we also recognized that pricing could be a barrier for some users. Based on this feedback, the UModeler Team has decided to make UModeler X available for free starting April 15.

This decision was not made as a short-term promotion, but rather as a step toward lowering the barrier to entry and making 3D creation more accessible to a wider range of Unity users.

About Existing Versions

To avoid any confusion, existing products on the Unity Asset Store will continue as follows:

  • UModeler X Plus
    • Continues to be sold on the Unity Asset Store
    • Offline usage supported
    • No login required
    • Receives ongoing updates with the latest features
  • UModeler (Classic)
    • No changes
    • Continues to be sold on the Unity Asset Store
    • Offline usage supported

Looking Ahead: AI in the Unity Workflow

In parallel, the UModeler Team is exploring the next phase of workflow improvement by integrating AI into the Unity environment.

Currently, most AI-based tools operate outside of Unity, requiring a process such as:

generation → download → import → refinement

To address this, we are developing PicoBerry, a Unity AI assistant designed to:

  • Enable immediate use of generated assets within Unity
  • Allow direct editing in the scene
  • Reduce friction between AI generation and practical production workflows

We believe AI should support creators by handling repetitive tasks, while allowing artists and developers to focus on creative decision-making.

We would appreciate your feedback

We would greatly value insights from the community:

  • How do you currently manage your 3D workflow in Unity?
  • Do you rely primarily on external tools, or aim to stay within the editor?
  • Have you integrated AI tools into your workflow?
  • With UModeler X becoming free, what expectations would you have?

Additionally, as PicoBerry (Unity AI Assistant) is preparing for launch, you can join the waitlist through the teaser page to receive free credits at launch.
We sincerely appreciate your feedback and participation.

Thank you,

UModeler Team

7 Likes

Hi, I wonder if the bevel feature can be used to soften the corners of the building? This looks like a great way to build quickly and I am fond of Sketchup and it’s methods. However, I want my corners to be slightly rounded. Your bevel features in the manual show only top bevels, not side bevels.

Any chance you could show a quick gif? I will buy pro if I can get rid of hard edges in places I don’t want them. Thanks.

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This looks amazing! just a quick question about the UV’s, I hate UV unmapping (i suck at it really lol) lets say I model a house in Umodeler Pro and texture it like you have above, is there a way for me to go into that map in like photoshop and add greater deatil? or use a asset like Vertex Tools Pro https://www.assetstore.unity3d.com/en/#!/content/55649
Just to add more life to the models if you get what I mean.

Thanks and I have watched this thread.

2 Likes

Hello Teila,

Thank you for your feedback. The bevel tool is one of the features I want to show off.

The next image shows how side edges can be beveled and softened by changing the properties like Width, Segments and Profile in the inspector.

3005362--366691--UModeler_BevelTool.gif

As for beveling and softening corners, it isn’t perfect yet to be honest. As shown in the image below, corners can be beveled but it has not been implemented yet to make corners rounded. However, it is going to be implemented in the future.

Therefore, stay tuned :slight_smile:

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I really cared about the edges and it looks like they can be beveled. Corners would be nice as it would add some nice detail to arched ceilings. :slight_smile:

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Another question, what about arches? Can they be made as they were in Sketchup?

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Hello Brian,
Unfortunately UModeler doesn’t have the functions to give details to textures. Actually it looks beyond UModeler. As you said using UModeler with assets like Vertex Tools Pro or softwares like photoshop would be good.
Thank your for your feedback.

Of course. See the following examples.

With Arc tool you can create curved shapes easily and quickly as below.

Or Follow tool can also be considered to make curved shapes as shown in the next image.

3005502--224144--UModelerPro_MakingArc.gif
3005502--224145--UModelerPro_FollowTool.gif

2 Likes

Hello

The price has got down to offer more people the benefits of the advanced and powerful features of UModeler Pro.

Now check out the amazing price in http://u3d.as/Hz4

Enjoy UModeler!

2 Likes

Hey, that is nice! I have been wanting to try it but was concerned about a few things and have so many tools already…but at that price, I will definitely try it. :slight_smile: Thank you!

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You’re welcome Teila. I hope that UModeler Pro will help you to work on your project a lot :wink:

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I will post pictures when I get the time to work with it. :slight_smile:

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I’m looking forward to them :wink:

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Hi Tripolygon

I am using UModeler basic and came across a bug. The transformation, scaling and rotation gizmos stop working after creating a umodeler object in the scene. The gizmos only work on the umodeler object, not on any other object. Even if I delete the umodeler object, the behavior is still present. I think somehow UModeler gizmos are overriding unity gizmos. I don’t know much about unity. Please see the attached video below. It shows my keys press events as well.

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Thanks to your video and explanation this bug could be fixed. The new update on both Basic and Pro including this bug fix has been submitted today to the asset store so you’ll be able to get it sooner or later.

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Hello.
UModeler Pro Ver 1.01 has been uploaded.
The details about this update can be checked out in the link below.
https://umodeler.github.io/umodeler_pro_releasenotes.html

I saw your system looks interesting
I have a few questions
1.after making model he completely Is own(Do I need the system to open models every time)
can I use the model without the system?
2.I do not see to be able to make domes(I do not see anything from Spanish colonial architecture)
3.where to ask questions(facebook-Email-Unity-forum)
4.all models are included in the system(f you buy a system is there all the houses)
I’m lazy I want everything ready

Really like this so far.
I’m getting a unity editor freeze when i try to move 2 or more polygons at the same time with the transform tool don’t know whats causing it.

Also is there a way to make edges NOT merge when you push and pull? Sometimes i need them to merge but sometimes I also need them to be separate edges so i can do different textures.

Finally can you create some way to allow snapping to stay to the world grid even when you are moving edges or lines over another edge?

Would these features are planned ?

  • Axis mirror modeling
  • Radial Array to duplicate selected faces a number of times with spacing
  • weld selected vertices to center or last selected
  • Loop cut
  • UV Seams and Unwrap
  • Object arrays

I found some bugs in “material mode”
When we apply material ID = 1 to a selected face, if we select another face the material index goes back to ID = 0 instead of keeping ID=1.

A missing feature is we can only move faces,edges , we can’t rotate or scale them.

Thanks.

Hello dreb4o,

I’ve put answers to your questions below.

1.after making model he completely Is own(Do I need the system to open models every time)
can I use the model without the system?
The geometry data related to UModeler is saved to the scene so you don’t need to do anything else separately to load mesh data made with UModeler. A mesh modeled using UModeler can be used separately because the result data is stored to the MeshFilter component to be rendered and it can be exported to .obj file to be loaded and exported by other DCC tools.

2.I do not see to be able to make domes(I do not see anything from Spanish colonial architecture)
A dome shape can also be made easily with UModeler, which has a sphere tool and capsule tool. Check it out below.
3031550--226774--UModeler_Making_Dome.gif

3.where to ask questions(facebook-Email-Unity-forum)
You can ask questions or give feedback via this forum thread, e-mail and facebook.

4.all models are included in the system(f you buy a system is there all the houses)
I’m lazy I want everything ready
The package contains Demo.scene file which includes the building models shown in the screenshots.

1 Like