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Unity‐chan Textures Tutorial

DogeThis edited this page Jul 24, 2026 · 28 revisions

In the Unity-chan Costume Tutorial, we provided textures that were already for use in Engage. This tutorial is a follow-up where we will go over how to prepare textures from other sources for Engage use.

If you're continuing from the previous tutorial, you can continue with your existing Unity project.

If starting new with this tutorial, follow the Unity projection creation steps, and then download this Unity-chan package, and import it into Unity so you can follow along.

Required Programs

  1. Unity.
  2. Blender. This tutorial using Blender 5.0, but should be compatible with future versions as well.

and one of the following for painting your texture

Free options

Paid options

Starting Files

Original Unity-chan Sunny Side Up! textures. Note that these are different from the textures in the costume tutorial - they are not processed yet and come straight from the original Sunny Side Up! project.

Substance Painter

At the end of this tutorial, you will have something that looks like this in your Substance Painter project:

Downloading Mooning's Shaders

Download Moonling's Substance Painter shaders from here.

Press the green Code button, then choose Download ZIP.

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Then follow the instructions here to get them setup.

Project setup

Start Substance Painter, then go to File -> New Project..., then pick the FE-Engage-V2 Template.

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The window should now look like this:

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Notice that for 3D mesh, right now it says No file selected.

Click the Select... button and choose the Unity-chan FBX that is in your Unity project. (In the tutorial, we put the FBX into Unity on this step.

Now the window should look like this:

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Click the Create button to continue.

You should see something like this now:

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Bringing in the textures

Choose File -> Import resources...

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A window like this will show up:

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In your operating system, go to the folder where you downloaded the textures for this tutorial, and drag-and-drag all of the textures into this window.

With all the textures in, it should look like this:

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Click the first texture's name, then holding the shift key, click on the last texture.

They should turn dark from being selected.

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Then, on the first texture, click on the box that says undefined, and choose Texture.

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All entries should now say Texture.

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Click Import at the bottom of the window to continue.

You should see a bunch of textures show up now in the Assets window.

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If you don't see the Assets Window, use Window -> Reset UI.

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Applying textures

Find the TEXTURE SET LIST in the upper right corner (if you don't see it, use Window -> Reset UI), and put your mouse right between the two panels.

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Click and drag down until you can see all the names in this list.

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Where do these names come from? These are the material names.

Click on Skin in the list.

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Then, find UCSSU_Body_Base from the Assets Panel.

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Drag-and-drop it into the LAYERS tab.

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From the options, choose Base color

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Notice how we now see this texture on the 3D model on the left, and also see it as a flat texture on the right.

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However, things look a little washed out right now.

Adding the needed parts for the material

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