Model, sculpt, remesh, unwrap, paint, create colliders, and export 3D props directly inside Unity. A fast, focused toolkit for creating and modifying game-ready assets.Authored and tested in URP. The tools themselves are pipeline-independent. On Built-in or HDRP, run Tools - Kelpo - 3D Multitool - Adapt Demo Materials to convert the included demo materials (a Built-in materials package is also included). Painting and export follow Standard, URP/Lit, and HDRP/Lit map conventions. Custom pipelines aren't supported yet.Kelpo 3D Multitool gives you a handy set of essential 3D tools built directly into Unity. You can block out and edit meshes, sculpt, simplify or remesh topology, generate UVs, paint PBR textures straight onto the surface, create colliders, and export finished assets, all 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.This tool grew out of a personal need: constantly jumping back and forth to heavy 3D software for everything 3D-related became quite cumbersome. This toolset is intentionally straightforward, focusing on essentials so you can stay focused on your project and iterate quickly.Best use cases:Quick prototyping, blockouts, and greyboxingEnvironment props, modular pieces, and level geometryAdjusting imported static meshes and painting over their existing texturesPainting characters and other skinned meshes in their current poseQuickly generating colliders or simplified collision geometrySimple assets that benefit from a focused workflow rather than a full modeling suiteKeep 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 renderers with multiple materials, painting currently targets the first material slot during a session, while other slots keep their materials and export normally. Within that scope: if you want to make clean, usable assets quickly inside Unity, this is the tool for you.FeaturesPolygon modeling with vertex, edge, and face editingExtrude, inset, connect, weld, loop selection, loop cut, and live mirroringSculpting with a practical core brush setAdaptive remeshing, subdivision, and weighted mesh simplificationPreservation-mask painting for protected details during simplificationAutomatic non-overlapping UV unwrappingBox and triplanar-style UV projectionPBR surface painting with albedo, metallic, smoothness, and height-to-normalMultiple paint layers, brush tips, spacing, opacity/flow, stamps, and tablet pressure when reported by UnityPainting over existing albedo and metallic/smoothness texturesBuilt-in/URP MetallicGloss and HDRP/Lit MaskMap conventionsSkinned mesh UV generation, current-pose painting, and texture exportSkin weights, bind poses, blendshapes, and secondary UV channels preserved during supported UV operationsQuick collider creation and simplified MeshCollider generationMesh, texture, material, and prefab export workflowsCustomizable modeling shortcuts stored in project settingsWorks entirely inside the Unity EditorMinimum Unity version: Unity 2022.3 LTSTested with Unity 2022.3 LTS and Unity 6.4Render pipelines: URP Lit, Built-in Standard, and HDRP LitURP is the primary presentation pipeline; demo and sample materials can be adapted to the active pipeline in one clickPainting and export support URP/Built-in MetallicGloss and HDRP MaskMap conventionsCustom shaders require compatible material-property conventionsSupported OS: WindowsDocumentation, demo scene, and sample assets includedThe tool's code was written with the assistance of Claude (Anthropic) and OpenAI Codex. I designed the toolset, features and workflows, directed the implementation, and performed final verification in Unity. AI-assisted code audits and automated tests were also used during development. AI assistance was also used to draft, edit, and review the included documentation. No AI-generated art, audio or other content assets are included.




