- export the mesh with materials slots (here is old 3ds Max whose fbx exporter makes a mess out of names ):
- make a material:
- create dynamic instances, pipe in the texture:
ensuring that 1 Material from each of the 6 arrays (sets of 18 for each sides of the cube) are applied.
Add a second loop and pipe in a new texture array to assign texture params on others cubes (not entirely sure how the texture sets are supposed work here, tbh - treat it like pseudoscript for demo purposes only)
Namely:
not looking to slice an image up
In case someone else does in relation to the above:
You could make arrays of UV coords and have a set of 6 images distributed across the faces in random order.