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Unity‐chan Textures Tutorial
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.
- Unity.
- 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
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.
At the end of this tutorial, you will have something that looks like this in your Substance Painter project:
Download Moonling's Substance Painter shaders from here.
Press the green Code button, then choose Download ZIP.
Then follow the instructions here to get them setup.
Start Substance Painter, then go to File -> New Project..., then pick the FE-Engage-V2 Template.
The window should now look like this:
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:
Click the Create button to continue.
You should see something like this now:
Choose File -> Import resources...
A window like this will show up:
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:
Click the first texture's name, then holding the shift key, click on the last texture.
They should turn dark from being selected.
Then, on the first texture, click on the box that says undefined, and choose Texture.
All entries should now say Texture.
Click Import at the bottom of the window to continue.
You should see a bunch of textures show up now in the Assets window.
If you don't see the Assets Window, use Window -> Reset UI.
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.
Click and drag down until you can see all the names in this list.
Where do these names come from? These are the material names.
Click on Skin in the list.
Then, find UCSSU_Body_Base from the Assets Panel.
Drag-and-drop it into the LAYERS tab.
From the options, choose Base color
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.
However, things look a little washed out right now.
Click on the paint bucket icon.
This will create and select Fill Layer 1. The clothing color will disappear as well, as it is being covered by this layer. We will fix this.
Scroll down in the PROPERTIES - FILL window until the MATERIAL section is visible.
Notice how color is selected, but nothing else is.
Toggle color off, and everything will return to how it was before. Now, the UCSSU_Body_Base is providing the color again.
Now, toggle metal, rough, nrm, and ao on. Things should looks a lot better!
Now, the UCSSU_Body_Base is providing the color, and this fill layer is providing the rest. With the needed components, the render preview looks better.
You can save the project any time with File -> Save.
Name your project something suitable.
Put your mouse over the 3D view, and use the scroll wheel to zoom in and out.
Press alt and left click the mouse to orbit the camera.
Press alt and click the middle mouse button to pan.
Press the F key to fit the model in view.
These same controls work in the 2D texture view as well!
Repeat what we did above with the Boots and Hoodie.
Note that we included some variation textures, file names ending in _Base, _1st, and _2nd. In the costume tutorial, we used the _Base textures. While this tutorial will continue using the _Base textures, you are feel to use the variation you like.
You should have something that looks like this now:
Notice how there is a UCSSU_Hoodie_NRM texture. Sometimes, models will come with a normal map, but not always. Notice how even for Unity-chan, not every texture has a corresponding normal map file.
Since we have it, let's use this as the normal map.
Drag-and-drag UCSSU_Hoodie_NRM into the layer panel.
To better see the effect of the normal map we just applied, zoom into the hoodie a bit, click on the Eye next to the UCSSU_Hoodie_NRM layer.
Notice how there are increased details and shadowing when the normal map is on. Normal maps help add some virtual detail to a model.
Hold shift and right click and drag, in either the 2D or 3D view to move the light.
For HoodieZip, let's use the same UCSSU_Hoodie_Base as the Base color and UCSSU_Hoodie_NRM as the Normal map.
Also make a fill layer for the HoodieZip, and enable metal, rough, nrm (even though we are providing a normal map, we will be using it for the demonstration), and ao.
You should see something like this now:
Hide and show the normal map to see the difference it makes for the zipper's 3d effect.
Now, while the zipper responds to light pretty well now, it lacks a bit of a metallic glint that a real zipper would have.
With HoodieZip selected in the Texture Set List, choose the fill layer we made again.
Scroll down until the Metallic and Roughness gradient sliders are visible. If you don't see their sliders, make sure metal and rough are enabled above.
Crank Metallic to max white (1).
Notice how in the preview, it looks more metallic.
Rotate the light a bit with Shift and right mouse drag to examine the reflective effect.
Now, with an eye on the preview, change the roughness. Notice how the metal becomes rather flat looking if the roughness is up at 1.
Try experimenting with different combinations of roughness and metallic values to get different types of metallic effects!
Unity-chan doesn't have any regular textures for the shirt. We can make a simple black shirt for her.
Select Shirt in the Texture Set List, and create a fill layer, but instead of choosing our usual options, click Material mode instead.
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