Material slots map one-to-one
Import the FBX and every material slot becomes an independently paintable submesh with its own layer stack. Export per-submesh PNGs and they drop straight onto the same materials in Unity, nothing to rewire.
That asset-store model is 90% right and 100% off-palette. Paint it directly in 3D, export PNGs that match your material slots, and drop them into your project, no plugin in your project, no risk to your source files.
Every tool unlocked. Exports are watermarked until you buy.
Import the FBX and every material slot becomes an independently paintable submesh with its own layer stack. Export per-submesh PNGs and they drop straight onto the same materials in Unity, nothing to rewire.
Cheap model, muddy texture, mystery UVs? Repaint it to match your art direction in an afternoon, without ever opening its UV layout. Mixed texel densities and kitbash geometry are exactly what MechaPaint was built for.
Drag the key light across your paint job, raise ambient, toggle AO, and see how the texture will actually read in a lit scene, before you ever hit export.
MechaPaint is a standalone app, nothing gets installed into your project, no package conflicts, no editor version worries. It reads a copy of your mesh, writes new PNGs, and never modifies a source file.
Drag the asset's FBX or OBJ (straight from your Assets folder) onto MechaPaint. Its textures load onto the base layer.
Repaint, patch, or restyle directly on the surface with layers, patterns, and the clone stamp. Check it under light as you go.
Export per submesh, copy the PNGs into Assets, and assign them to the same material slots. Done.
Buying unlocks watermark-free exports.