Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $11.89. The latest store price is $16.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $16.99 | Latest store price | |
| $16.98 | Unity First Price 2026-09-21 2026-09-21 | |
| $11.89 | Unity New Release Discount 2026-09-21 2026-10-05 | |
| $11.89 | Unity New Release Discount 2026-09-21 2026-10-05 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Kelpo 3D Multitool
- Tools, Systems & Learning > Development Tools & Automation
- Art & Visuals > Textures & Materials
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.