3D Multitool › guides › getting started

Getting started: make a barrel

This is the whole trip, start to finish. We open the tool, model a barrel from a plain cylinder, unwrap it, paint wood and metal straight onto it, give it a collider and export a prefab you can drop into any scene. At the end there's a bonus: a burnt, beaten-up version made from the same barrel.

I wrote down every key I press. Keys look like this and buttons in the Kelpo window look like this. Each step has a short silent clip. It only loads when you press play.

  • an hour or so
  • Model · UVs · Paint · Colliders · Export
  • Kelpo 3D Multitool 1.3
  • Unity 2022.3 LTS or newer
The finished barrel: orange-brown wooden planks with dark grooves, a sunken lid and two dark metal hoops.
what we're making today

part 1 model

1

Open the window and find your way around

The whole prop gets made in this one window, so it pays to know where things live.

  1. In Unity's menu choose Tools›Kelpo›3D Multitool›Open 3D Multitool, or press Ctrl+Shift+K (Cmd+Shift+K on a Mac).
  2. Dock the window next to the Scene view. You want to see both at once.
  3. The tabs run down the right edge in the order you'll use them: Model, Sculpt, Retopo, UVs, Paint, Colliders, Export. A barrel needs Model, UVs, Paint, Colliders and Export.
The Kelpo 3D Multitool window on the Model tab, with numbered spots on its parts.
  1. Tab title. The ? button turns routine hints on and off (warnings always stay). The book button opens the manual.
  2. Object card. Name, vertex and face count, and whether it has UVs yet. + New makes a new mesh or adds a part.
  3. Selection card. Vertex 1 Edge 2 Face 3, then Grow Shrink Linked, Skip backfaces, Gizmo and Mirror. The grey line under it is a tiny cheat sheet.
  4. Tools for the current mode. Face mode shows face tools, Edge mode shows edge tools, and so on.
  5. Folded extras. Simplify selection, Whole mesh and Shortcuts. The grey text tells you what's inside.
  6. Footer. What's selected right now, and Next: Sculpt → to move on.
  7. The rail. Model, Sculpt, Retopo, UVs, Paint, Colliders, Export. Top to bottom is the usual order.
2

Vertices, edges and faces

Every mesh is made of these three things. The mode you're in decides which of them your clicks pick up.

  • Vertex 1

    A single point. Every corner of the mesh is one. Move a vertex and everything attached to it bends along.

  • Edge 2

    A straight line joining two vertices. Edges outline the shape. Select a whole ring of them to cut, slide or scale it.

  • Face 3

    The surface filled in between edges. It's what you see, extrude and later paint. A face can have three, four or more sides.

Switch modes with 1, 2 and 3 while the mouse is over the Scene view, or with the three buttons at the top of the selection card. Each mode shows its own thing: blue dots in Vertex mode, blue lines in Edge mode, and in Face mode the face under your cursor gets a white outline. Whatever you select turns yellow, and the tools in the window change to match.

0:29
Flipping through the three modes, then picking faces, one vertex and one edge on a fresh cylinder. 1.1× speed

How to select

Almost every modeling step below is the same loop: pick a mode, select something, drag the gizmo.

click
Select one thing. Click empty space to clear.
Shift+click
Add to the selection.
Ctrl+click
Remove from the selection.
drag on empty space
Box select. Anything the box touches counts.
Ctrl+A
Everything in the current mode. Only this mesh, not every object in the scene.
Ctrl+click a mode
Convert the selection instead of starting over. A face becomes its corner vertices or its border edges, a row of edges becomes the faces between them. A plain click on a mode starts a fresh selection.
Grow Shrink Linked
One ring more, one ring less, or the whole connected piece.
L / Shift+L
In Edge mode: the whole loop around the mesh, or the whole ring of edges running across it. Same as Loop and Ring in the Edge tools.
W E R
Move, rotate, scale. These are Unity's own tools and they work on your selection.
Shift+drag the gizmo
Extrude. Whatever you drag grows new faces first, then follows the move, rotate or scale. This is the big one.
Ctrl+Z / Ctrl+Y
Undo and redo. Selections are undoable too, so a stray click that wiped your selection is one undo away.

On a Mac, use Cmd for the window shortcut, select all and the mode convert.

3

Start from a 16-sided cylinder

Start from the primitive closest to the final shape. A barrel is a cylinder that ate well.

  1. With nothing selected, the Model tab shows Start a new mesh with five tiles: Cube, Plane, Sphere, Cylinder and Custom.
  2. Leave Placement on Scene View Focus so the shape lands where you're looking. Pick World Origin if you want it exactly at 0, 0, 0.
  3. Click Cylinder. The object card now says Cylinder · 32 vertices · 18 faces · No UVs, and Face mode is on.
0:08
The tiles up close, a peek at Custom, then one click on Cylinder. If the new shape lands off screen, press F. real speed
The Custom panel: Shape Cube, Plane, Sphere or Cylinder, Size X Y Z, Segments X Y Z, a Create cube button and Reset.
Custom lets you set the size and segments before the shape is made. The settings stay for this window session. The quick tiles always use the standard sizes, and the quick cylinder has 16 sides, which is plenty for a barrel.
4

Give it a rim and a sunken lid

Holding Shift turns the move and scale gizmos into extrude tools. A rim is just a face shrunk inward, then pushed down.

  1. In Face mode (3), click the top face.
  2. Press R. Hold Shift and drag the center cube of the gizmo inward a little. A new ring of faces appears around the edge. That's the rim.
  3. Press W. Hold Shift and drag the green arrow down. The middle sinks and the rim gets an inner wall. The card now reads 64 vertices · 50 faces.
0:07
Shift + scale inward, then Shift + move down. real speed

keys here 3 R W Shift+drag

5

Bulge it with loop cuts

A plain cylinder has nothing in the middle to bend. Each loop cut adds a ring you can scale, and scaling whole rings keeps the barrel round.

  1. Press 2 for Edge mode and click one upright edge on the side.
  2. Press Ctrl+R (or Loop cut under Edge tools). A new ring goes all the way round, and it's already selected.
  3. Press R and drag the center cube outward. The middle of the barrel swells.
  4. Click an upright edge again, Ctrl+R, R. Scale the rings near the top and bottom out a little less than the middle one. Five rings did it for this barrel.

Need to grab a ring again later? Click one of its edges and press L to select the whole loop.

0:18
Edge, Ctrl+R, scale. Repeat. 1.2× speed

keys here 2 Ctrl+R R L

6

Close the top with one center point

A lid that's one big 16-sided face shades and paints badly. Welding its corners into a single center point turns it into a neat fan of triangles.

  1. In Face mode (3), click the sunken lid face.
  2. Press R, hold Shift and drag the center cube inward to inset it once more.
  3. Hold Ctrl and click Vertex at the top of the selection card. The face turns into its 16 corner vertices, still selected.
  4. Open Whole mesh and click Weld selected vertices. It merges them at their average position: one clean center point.
0:11
Inset, Ctrl+click Vertex, Weld selected vertices. Then a look at the fan in Edge mode. 1.1× speed

keys here 3 R Shift+drag Ctrl+click Vertex

7

Choose crisp or soft shading

Shading doesn't change the shape at all, only how light falls across it. It's what makes a 16-sided cylinder read as round.

Every edge is either soft, where light flows smoothly over it, or hard, where you get a crisp crease. In other 3D programs you might know this as smoothing groups or sharp edges. Kelpo doesn't keep numbered smoothing groups. It decides per edge, with three choices under Whole mesh:

Flat
Every edge is hard. You see each face as its own flat panel.
Smooth
Every edge is soft. Round parts look great, but corners like the rim go mushy too.
Auto
Edges where the faces meet at more than Smoothing angle stay hard. Gentler ones get smoothed.
  1. Open Whole mesh and try Flat, then Smooth, to see the two extremes.
  2. Settle on Auto and drag the Smoothing angle slider while you watch the rim. You can also drag the label itself to scrub, or type a number. I landed on about 43.
0:13
Flat, Smooth, then Auto and the slider. Same mesh the whole time. real speed
The Whole mesh card: Shading Flat, Auto or Smooth with Auto chosen, Smoothing angle 43.18, Center pivot, Flip normals, Weld distance 0.001 with Weld all, and Save mesh as asset.
The Whole mesh card as I left it. Adding or deleting faces can reset the shading, so give it another look when the shape is done.
8

Cut a band for the hoop

The hoop starts life as a copy of the barrel's own faces, so it fits the curve exactly. First we need a band of faces the right height.

  1. In Edge mode (2), click an upright edge and press Ctrl+R for a new ring.
  2. Press W and drag it up toward the rim. Then R to scale it so it sits on the curve again. The strip between this ring and the one above is the band.
  3. Click one upright edge inside the band and press Ring (Shift+L). All 16 edges around the band get selected.
  4. Hold Ctrl and click Face. The edges turn into the 16 faces between them. The footer says 16 faces selected.
0:18
New ring, move it up, then Ring and Ctrl+click Face. 1.1× speed

keys here 2 Ctrl+R W R Shift+L Ctrl+click Face

9

Turn the band into a hoop

Duplicate makes a loose copy inside the same object. Shift-scaling it outward gives it thickness, and it stays part of the barrel for unwrapping and painting later.

  1. With the 16 band faces selected, click Duplicate in the Face tools. The copy is a separate piece and it's the one selected.
  2. Press W and lift the copy up off the barrel. That's only so you can see what you're doing.
  3. Press R, hold Shift and drag the center cube outward. The band grows a top and bottom edge and becomes a thick hoop.
  4. Click one face of the hoop and press Linked to select all of it (48 faces).
  5. Press W and drop it back over the band. R if it needs to hug tighter.
The Face tools card: Extrude, Inset with Each face on its own, and Duplicate, Detach and Delete.
Duplicate sits in the Face tools, next to Detach and Delete.
0:25
Duplicate, lift, Shift + scale outward, Linked, drop it back. 1.1× speed

keys here W R Shift+drag

10

Second hoop, then close the bottom

The second hoop is a copy of the first. The bottom gets the same inset-and-weld treatment as the lid.

  1. With the hoop selected (Linked), click Duplicate. Move the copy down with W and fit it with R.
  2. If a hoop floats or sinks, select the barrel ring under it (click an edge, L) and scale that instead.
0:15
Linked, Duplicate, move it down. 1.1×, then 1.5×
  1. Orbit underneath with Alt+drag and click the bottom face in Face mode.
  2. R + Shift+drag inward to inset it, Ctrl+click Vertex, then Weld selected vertices. Same as the lid.
0:13
The bottom, closed the same way as the top. 1.1× speed

The finished model is 290 vertices · 272 faces. That's the shape done. Everything from here on is surface.

part 2 UVs

11

Unwrap it for painting

Painting needs every face to have its own patch of texture. Unique unwrap lays the mesh out flat with no overlaps.

  1. Click UVs on the rail. A barrel can skip Sculpt and Retopo. The card says the mesh has no UVs yet.
  2. Click Unique unwrap · 1 object.
  3. Check the Layout card: it should say Paint-ready: no overlaps, everything inside 0–1. Mine came out as 25 islands covering 36% of the square.
  4. Seams draws the cuts on the mesh. Checker puts a test pattern on it for a moment.
0:08
One click. The orange lines on the barrel are the seams. real speed
The UVs Layout card after unwrapping: a preview of the islands, Islands 25, Coverage 36% of 0 to 1, Density about 222 texels per meter, Checker and Seams buttons, and the note Paint-ready, no overlaps, everything inside 0 to 1.
Box project further down is the other option: tiling UVs for a texture you assign yourself. For hand painting, use Unique unwrap.

part 3 paint

12

Start a paint session

Painting happens in a session: Kelpo sets up working textures on the object, and you paint straight onto the mesh in the Scene view.

  1. Click Paint on the rail.
  2. Under New session, pick a Resolution. I used 2048, the biggest. 1024 uses a lot less memory and is plenty for small props.
  3. Click Start painting. The card now shows 2048 px · Slot 1 · 1 layer · UVs ready.
The Paint start screen: Continue with a Session file field, New session with Resolution 256, 512, 1024 or 2048, a memory warning, Start from the existing material and maps ticked, and the Start painting button.
The yellow note is about memory: the working textures live in the scene until you save them as assets.
0:08
Resolution, then Start painting. real speed
13

Pick a base color and fill

In Material mode one stroke lays down color, metalness and shininess together, so you think in materials instead of separate maps.

  1. Leave Channel on Material.
  2. Click the Color swatch and pick a warm orange-brown in Unity's color picker. Mine is BC6C0B.
  3. Set Metallic to 0 (wood isn't metal) and Smoothness to about 0.3 (dull, not glossy).
  4. Scroll down to Layers and click Fill layer. The whole barrel takes the color.
0:19
Color, smoothness, then Fill layer. 1.2×, then real speed

The other channel buttons, Albedo, Metallic, Smooth and Height, paint one map at a time. We'll use Height in a moment.

14

Work in layers

Layers keep each idea separate: wood, grooves, metal, dents. You can fade or hide one without touching the others.

  1. In Layers, click +. It offers Empty layer or Carved material preset. Pick Empty layer.
  2. Click the new layer's name and type a better one. I called mine WoodBase.
  3. The circle on the left picks which layer you paint on. The eye shows or hides it, and the slider is its opacity. Base is always there underneath.
0:15
+, Empty layer, then rename it. 1.2× speed
[ / ] or Shift+scroll
Brush smaller or bigger. You'll see the ring on the barrel change.
Ctrl+scroll
Brush flow: how much paint each dab lays down.
Ctrl+click
Eyedropper. Picks up color, metallic and smoothness from the surface.
Shift+drag
Erase on the current layer so the ones below show through. Base can't be erased.
Ctrl+Z / Ctrl+Y
Undo and redo strokes, fills and layer changes.
15

Paint only the wood

If the brush can't reach the hoops, you can paint the wood with big, lazy strokes and still get clean edges.

  1. Open Paint only on and click Pick in Scene. Kelpo jumps to the Model tab with a Choosing a paint area card.
  2. Click one face of the barrel body and press Linked. The hoops are separate pieces, so only the body gets selected. Ctrl+click any faces you want to leave out. I dropped the top.
  3. Click Return to Paint.
  4. Open the Faces dropdown and choose Use Model selection. It now reads Selection · 160 faces.

With Tint the protected faces on, everything you can't paint gets a pale tint. The tint hides while you're mid-stroke, so the colors flash a bit. That's normal.

0:24
Picking the wood, then a test in green: the strokes stop dead at the hoops. 1.1× speed
The Paint only on card: Faces set to Selection, 160 faces, a Pick in Scene button, Tint the protected faces ticked, Height channel Everywhere, and a Limits new strokes chip.
Faces → All faces lifts the limit again. If you choose Use Model selection with nothing picked, Kelpo tells you to use Pick in Scene first.
16

Save a brush you like

A saved brush remembers the color, tip, size and settings, so you can jump between wood and metal in one click.

  1. Next to My brushes, click +.
  2. Type a name in Save as, mine is WoodBaseBrush, and click Save.
  3. Later, pick it from the My brushes dropdown to get it back. Update overwrites it with your current settings.
0:13
Saving WoodBaseBrush, then switching between presets. 1.5×, then real speed

Start from has four quick starting points too: Soft, Detail, Tile and Wear.

17

Stamp planks with an image

An image tip turns any texture into a stamp. One plank image gives you every plank line on the barrel.

  1. Set Tip to Image. Kelpo asks for an image.
  2. Click the circle on the Image field and pick a texture from your project. Mine is a plank-stripe image called woodplanks_txt.
  3. Leave Color on Multiply with image and Shape from on Alpha. Use Brightness or Darkness for images without transparency.
  4. Make the brush big (Shift+scroll) and stamp around the barrel. Dark plank lines appear.
The Brush card with My brushes WoodBaseBrush, Tip set to Image, Image woodplanks_txt, Color Multiply with image, Shape from Alpha, Rotation 0 and Random rotation per dab.
Rotation turns the stamp. Random rotation per dab is handy for scratches and dirt, less so for straight planks.
0:18
Choosing the image, then stamping. 1.2× speed
18

Raise the planks with Height

Height paints bumps without touching the mesh. Kelpo turns it into a normal map as you go, so the planks catch the light.

  1. Add another Empty layer and call it WoodDetailHeight. Height gets its own layer so you can fade it later.
  2. Set Channel to Height. The hint explains it: 0.5 is neutral, lower carves, higher raises.
  3. Drag the value to 1 to raise, or under 0.5 to carve. I tried carving first, then went with raising.
  4. Keep the plank stamp and go all the way round. I used Radius about 0.6, Hardness 0.12, Flow 1.
0:24
New layer, Height, then stamping. The shading updates while you paint. 1.5×, then 2×

keys here Shift+scroll Ctrl+scroll

19

Dark grooves only where they belong

Paint only on can also follow the Height you painted. Limit the brush to the cavities and dark paint lands only in the gaps between planks, however sloppy the stroke.

  1. Add an Empty layer called ColorDetail.
  2. In Paint only on, open Height channel: Everywhere, Carved, Raised, Edges or Cavities. Click Preview to see where the brush may paint. That's the orange.
  3. Choose Cavities and turn Curvature down until only thin lines in the grooves stay orange. Mine ended at 0.003, with Softness 0.032.
0:26
New layer, then trying each limit with Preview on. 1.2× speed
The Paint only on card with Height channel set to Cavities, Preview on, Curvature 0.003 and Softness 0.032, and a Previewing the brush Height limit badge above it.
This limit belongs to the brush, not the layer. Paint that's already down stays put if you change it.
  1. Set the brush up: Tip Organic, Start from Wear. Back in Material channel, pick a dark brown (71512B), Metallic 0, Smoothness almost 0.
  2. Paint over the whole barrel. The first stroke ends the preview, and the brown only lands in the grooves.
  3. Too strong? Pull the ColorDetail opacity slider down. Mine sits at 44%.
0:26
Brush setup, a few strokes, then the opacity slider. 1–1.6×
20

Metal hoops

Same trick the other way round: limit the brush to the hoops and paint them with a shiny metal material.

  1. Add an Empty layer called METAL.
  2. Pick in Scene again. Click a face on the top hoop, Shift+click one on the bottom hoop, then Linked. Both hoops are selected, 96 faces.
  3. Return to Paint, then Faces → Use Model selection. Now the wood is protected.
  4. Pick a metal brush. I had one saved already, MetalRimBase: light grey, Metallic 1, Smoothness 0.5, Organic tip. Loading a preset also sets its own Height limit, here back to Everywhere.
  5. Paint the hoops, including the top, bottom and the edges underneath.
0:26
New layer, both hoops picked, metal preset, paint. 1–1.5×

keys here Shift+click Alt+drag

21

Dents in the metal

Carving a few scratches into Height makes the metal look used. On its own layer you can fade them until they're just right.

  1. Add an Empty layer called MetalDetail and set Channel to Height.
  2. Tip Image, and pick a scratch texture. Mine is Rich-scratch-cluster-mask-512.
  3. Set the Height value under 0.5 so the stamps carve. Mine is 0.286.
  4. Tick Random rotation per dab so the scratches don't repeat. Use a small brush (about 0.13) and stamp along both hoops.
  5. Lower the layer's opacity until the dents are subtle. Mine is at 39%.
0:23
Layer, scratch stamp, carve value, a few dabs, then the opacity. about real speed
The Layers card with six layers: MetalDetail, METAL, ColorDetail, WoodDetailHeight, WoodBase and Base, each with an eye, an opacity slider and a Height mask button.
The finished stack. Top to bottom: MetalDetail (39%), METAL, ColorDetail (44%), WoodDetailHeight, WoodBase, Base.
22

Look at it, then save

Clear the face limit so the tint goes away and you see the real thing. Then make sure the paint doesn't only live in the scene.

  1. Faces → All faces. The tint disappears.
  2. Orbit around (Alt+drag) and look for gaps.
  3. When you're happy, click Save material + textures… in the footer. It writes the material and its texture maps to your project and ends the session.
0:08
All faces, and there it is. real speed

part 4 colliders & export

23

Add a collider

The barrel has 512 triangles. Physics doesn't need that many. A simplified copy keeps it fast.

  1. Click Colliders on the rail.
  2. In Simplify the mesh, tick Convex. Unity needs convex colliders on anything with a Rigidbody, and it suits a barrel anyway.
  3. Click Generate collider. The status bar says how many triangles it kept.
  4. Change Keep % and click Generate collider again until the green wireframe hugs the barrel. I ended at 22% (112 triangles).
0:12
Convex, Generate collider, a different Keep %, generate again. 1.1× speed
The Simplify the mesh card: Keep percent 22.122, Convex ticked and a Generate collider button.

Or draw one yourself

Draw a collider builds one from points you click. Choose Shape Area, press Start drawing and click points around the barrel. Backspace removes the last point and Esc stops adding. Drag the Height label to set how tall it is, then Build collider. Clear starts over and Done finishes.

0:24
Clicking points, setting the height, Build collider. I deleted this one and kept the generated collider. 1.1–2×

keys here Backspace Esc Ctrl+Z

24

Export a prefab

Export packs the mesh, textures, material and collider into a normal prefab. It doesn't need Kelpo to work, so you can use it in any scene or project.

  1. Click Export on the rail and select the barrel.
  2. Give it a Name. It follows the object's name (mine said Cylinder) until you type your own.
  3. Check the options. I used Keep scale on the root, Write material and texture copies and Include colliders.
  4. Click Export as prefab… and choose a folder inside Assets.
  5. Kelpo asks what to do with the scene object. Delete Working Object (Undoable) cleans up, Keep Working Object keeps it editable.
The Export card: 512 triangles in 1 submesh, 1 material, 1 collider, a note about transient paint maps, Transform Keep scale on the root, Materials Write material and texture copies, Include colliders ticked and the Export as prefab button.
If anything fails along the way, the folder is put back the way it was.
0:17
Options, Export as prefab…, then the dialog. I left out the folder picker. 1.3×, then real speed
The Kelpo Export Complete dialog: the prefab and its assets are saved, they are independent of the scene working object, and buttons Keep Working Object and Delete Working Object (Undoable).

The folder now holds the prefab plus its pieces:

The exported files: Cylinder prefab, Cylinder_Albedo, Cylinder_ColliderMesh, Cylinder_Mat, Cylinder_Mesh, Cylinder_MetallicSmoothness and Cylinder_Normal.
Drag the prefab into any scene. Done.

bonus a burnt variant

25

Make the exported barrel editable again

A second barrel doesn't need a second start. Convert the exported one and keep its UVs and paint.

  1. Drag the exported prefab from the Project window into the scene and select it.
  2. I removed its Mesh Collider in the Inspector first (right-click the component → Remove Component), since the shape is about to change.
  3. In the Model tab, under Or convert an existing mesh, keep Preserve existing UV mapping and textures ticked and click Convert selection.
0:10
Prefab into the scene, then Convert selection. The card shows UVs stored. real speed
The Or convert an existing mesh card: Cylinder can be made editable here, Material slots are kept, Preserve existing UV mapping and textures ticked, and the Convert selection button.
26

Rough it up in Sculpt

Sculpt pushes vertices around like clay. Moving vertices keeps the UVs, so the paint stays on.

  1. Click Sculpt on the rail. The brushes are grouped: Draw Clay Inflate, Grab Pinch Crease, Smooth Flatten Refine.
  2. Draw with a small brush puts dents and bumps in the planks and hoops.
  3. Grab with a big brush pulls the rim, the bottom and the sides out of true. That's what makes it look beaten.
0:15
Draw first, then Grab. real speed, then 1.5×

keys here hold Shift smooth · hold Ctrl invert · [ ] size · Ctrl+scroll strength

27

Paint it burnt

Starting from the existing material keeps the old wood underneath, so dark paint and a few orange glints read as charring instead of a new barrel.

  1. Paint → keep Start from the existing material and maps ticked → Start painting. The old look comes in as the Base layer.
  2. With the scratch image tip and a big brush, stamp dark greys and browns all over. I went from 848484 down to 4D4949 and 523015.
  3. Pick an orange (D56E1B), drop Flow to about 0.2 and dab a few ember glints.
  4. Switch Channel to Metallic, set it to 0 and paint over everything. Then Smooth at 0. Charred wood is matte.
0:22
Dark stamps, orange glints, then the Metallic and Smooth passes. 2× speed
28

Export the variant

Same export as before. Give it a new name so it doesn't overwrite the first barrel.

  1. Export tab, type a new Name. Mine is QuickBarrelRoughedup.
  2. Export as prefab…, same folder is fine, then Delete Working Object (Undoable).
  3. I skipped the collider this time. Do the Colliders step first if this one needs physics.
0:12
New name, export, done. real speed
0:09
Two barrels from one model. real speed
The finished wooden barrel with metal hoops.
the clean one
The burnt variant: lopsided, charred dark brown with orange glints.
the one that's seen things

reference

29

When something goes wrong

You'll misclick. I made a cube instead of a cylinder in the first ten seconds of this recording. These are the fixes I reach for most.

Ctrl+Z / Ctrl+Y
Undo and redo, for geometry, selections and paint.
Delete
Removes the selection. Selected edges or vertices take their faces with them.
Backspace
Dissolves: the edge or vertex goes but the surface stays.
Weld selected vertices
In Whole mesh. Two or more selected vertices merge into one, right in the middle.
Weld all
Merges any vertices closer than Weld distance. Keep that distance tiny.
Cap hole
In Edge mode, select one edge on an open border and the hole gets filled.
Undo stroke · End session
In the Paint footer. Ending a session keeps the look in the scene but doesn't save any files.

With nothing selected, Delete and Backspace go to Unity as usual. The Model keys can be changed under Shortcuts → Customize keys.

30

All the shortcuts

The whole list in one place. Where it says Ctrl/Cmd, use Cmd on a Mac.

anywhere
Ctrl/Cmd+Shift+KOpen the Kelpo 3D Multitool window
Ctrl+Z / Ctrl+YUndo / redo
model
1 / 2 / 3Vertex / Edge / Face mode (mouse over the Scene view)
Ctrl/Cmd+ASelect everything in the current mode
Shift+click / Ctrl+clickAdd to / remove from the selection
drag on empty spaceBox select (anything the box crosses counts)
Ctrl/Cmd+click a modeConvert the selection to that mode
L / Shift+LSelect edge loop / ring
C / Ctrl+RConnect selected vertices or edges / loop cut
Delete / BackspaceDelete the selection / dissolve it and keep the surface
W / E / RMove / rotate / scale the selection
Shift+drag the gizmoExtrude faces, or grow open border edges, in that motion

L, Shift+L, C, Ctrl+R, Delete and Backspace are defaults. Change them under Shortcuts → Customize keys.

sculpt, retopo and paint
[ / ]Brush smaller / bigger
Shift+scrollBrush size
Ctrl+scrollBrush strength (Sculpt) or flow (Paint)
hold ShiftSculpt: quick Smooth with any brush
hold CtrlSculpt: invert the brush (Draw carves, Clay scrapes, Inflate deflates…)
Shift+dragRetopo: erase the protect mask. Paint: erase on an upper layer
Ctrl+clickPaint: eyedropper
Esc or right-clickPaint: cancel a Line stroke
colliders (while drawing)
BackspaceRemove the last point
EscStop adding points (press again to end)
unity's scene view
Alt+dragOrbit
middle-drag / scrollPan / zoom
right-dragLook around
FFrame the selected object
X / ZHandle rotation Global/Local, handle position Pivot/Center
Ctrl+SSave the scene

more guides

coming up

  1. Getting started you're here
  2. Modeling soon
  3. Sculpting and remeshing soon
  4. UVs soon
  5. Painting soon
  6. Colliders and export soon

Stuck somewhere, or found a mistake in this guide? Write to kelpo.works@gmail.com. Every option is explained in the manual, which also ships with the package (the book button in the window opens it).