In this article I will not talk about modeling workflows, because there is not need to follow a specific one. But there are certain limits that has to be taken into account.
When creating a scene for Decentraland, the first thing you have to do is think how big is going to be. Depending on the number of lands that you are going to use, the limits change.
For example for each Land you add, you increase the limit in 10.000 tris. To see how this changes fast and without making calculations, you can check the excel in this link:
Another important thing is to create a terrain that serves you as a reference or where the props will be.
For this you can create a plane, (since it's only 2 tris). And set it like this; one land is a square of 16x16 meters so if you want to build a scene of 2x12 lands, you will need to create a plane of 32x192 meters.
Last but not less important, if you want to use the height parameter create a cube with the same height to use as a reference.
Creating the props
Obviously, the tips given before only work if you have a number of Lands of your disposition of Decentraland. If you just want to create just the props I will recommend create the assets as if you only have one land. That way you can create later more complex scenes.
Textures and Materials
Depending on the size of the land, you also have limits on the number on images and materials. That's one of the reasons why in Decentraland predominate the use of flat colours. However one of the things you can do is create tileable textures, and trim textures that can be reused. Saving the non reusable textures for the special model (AKA the unique ones: sculptures...).
The MAX size of the textures is 512x512 and the smallest 1x1.
About the materials, at the moment decentraland takes standard materials and PBR, you can add different maps to them, like:
For more information on the materials, and which maps can you use, check:
If you want to check the composition of the scene or how the assets look in the Decentraland renderer. Important note; is the same of Unity but you can change the lights. So, in order to check it, you have to export the models in GLTF or GLB format. But better if you use GLB.
To export the models, you can use Blender or the plugin of Babylon in Maya. If you use the Maya plugin remeber to hide the models that do you not want to export, becasuse if not, it will export everything in a single file.
Another important note, if you want to create the colliders inside your 3D software you can do it, you just have to remember to name it _collider, and don't assign to ANY material, leave the deafult material.
If your scene contains no animations you can export the scene directly the scene to Decentraland from here.
If you want to create more complex scenes, there is a plugin in Unity that directly exports your scene in Decentraland. This plugin is interesting because it marks you the limits of the scene you are creating, not like any other plugins. So you can import your animations, models and textures, creating the scene in Unity.