Kelpo 3D Multitool OFFICIAL SALE

Kelpo 3D Multitool gives you a focused set of 3D creation and editing tools built directly into Unity. Create weapons, environment pieces, and game props from scratch, or give existing assets a new look with layered PBR painting. Model, sculpt, simplify or remesh topology, generate UVs, paint directly onto the surface, create custom collision meshes, and export finished prefabs. See how your assets fit into your game as you work, without switching to an external 3D application.


Paint from a blank canvas or start from existing albedo and metallic/smoothness textures. Skinned meshes can be unwrapped and painted in their current pose, and their materials and textures exported, without touching the rig or topology.


Kelpo grew out of a simple need: spending less time moving between applications for everyday 3D tasks. It focuses on essential tools and quick iteration inside Unity.



Best use cases:

  • Creating game-ready props, weapons, shields, furniture, and environment assets directly inside Unity
  • Taking assets from initial shape through sculpting, UVs, PBR painting, colliders, and prefab export in one workflow
  • Creating visual variations of existing assets with new colors, material finishes, painted wear, and surface details
  • Building modular environment pieces and custom geometry that fit your scene
  • Adapting imported static meshes to your project while preserving their original shading
  • Painting character and creature variations on skinned meshes in their current pose
  • Rapid prototyping, blockouts, and turning early ideas into finished assets
  • Build custom collision meshes for complex assets, with direct control over their shape and detail so collision follows the parts that matter for gameplay

Keep in mind:

This isn't meant to replace full digital content creation suites like Blender. It doesn’t feature advanced boolean workflows, polygon-by-polygon manual retopology, or a complete UV editing environment. Kelpo’s Retopo workflow instead provides preservation-guided automatic simplification and adaptive remeshing.


Modeling, sculpting, and remeshing work on static meshes; skinned meshes support UV generation, current-pose painting, and texture export, but not topology editing, because that would require skin-weight rebinding that Kelpo doesn't perform. On multi-material objects, each paint session targets one selected material slot. Other slots remain unchanged; start a separate session to paint another slot.