Main Parts of the Wearables
A wearable is an item of clothing, accesory or body feature, that are used to customized your avatar inside the world of Decentraland. Although there are some wearables that you can use already once you create your account. Now you can create your own custom wearables.
However before you proceed in creating your own clothes, you need to know several things. First things first, each wearable is organized in different categories such as:
This divides the wearables in different categories, that determines which body part of the avatar will be applied to, some wearables will have to replace others completely to work. The categories that appear in the builder are these:
And last but not for that less important, we have to talk about the limitations for the 3d models and those are:
Starting to build
Once you have clear the division between the parts of the wearables, you can start modeling. In this guide I'm going to do the basic wereables, such as feet, lower body and upper body. So you can know it as a reference, however you can follow this same progress to create all the wearables following the limitations I wrote before.
Before start I recommend to download the basic avatar male and female from the link below, so you have a reference of where to start. Inside you will also find a Blender file with the armature, that we will use later on to rig the models, as well as some references of other wearables.
Wearable Reference Models - Google Drive
Inside the Drive folder and where to find the basic resources
In my case I'm going to download the fbx model of male and female avatar to load them in my maya scene to start modeling, but you can use your prefered 3D software.
Modeling & Texturing
In this section on the article I'm going to comment on three ways in which I take on making the wearables together.
First one, is taking one part of the model duplicate it, and modify the vertex and faces to create the new model. making sure that connects correctly with the other parts. In this case since I'm making the feet this model can be for male and female, so I only need to make this wearable once.
Making the feet from the base feet of the model.
The second one, is to create the model from zero from a basic shape and model the vertex to create it. In this case the skirt, while I use the female legs as the base the skirt is created from a cylinder, and increase the triangles conforming I'm modeling. Also in this case I create a variant for male avatar, that are pants, following the first method.
Skirt for female avatars
The third one, consist in model the wearable without taking into account the number of tris and when we have the final shape, make a new retopology that fits on the criteria. In my case, I use Zbrush to create the shape of the model and then I make the low poly in Maya. The model of the upper body is the same, but it changes the body shape, so I duplicate the model and change the shape a little to create the variation.
Creating the Upper body jacket
For the textures, since is such a small resolution texture I recommend to made UVs symmetrical so that the UVs can be a lot of bigger. I don't touch any part of the AvatarSkin material UVs because I can break the texture when loading in Decentraland.
For my models I paint them in Substance Painter, and I can only put two textures in the model so I only paint on the Base color channel. Don't forget to change it also in the viewport in Substance to see the final result. Also when you create a new project remember to put the resolution in 512 px.
Painting all the models
Rigging & Exporting
Once we have all the models, materials and textures done, is time to rig them and export them in GLB. For that purpose you need to have Blender 2.8 or superior, you can rig the models in other softwares however when exported, the models tend not to work correctly.
First we have to import our model into the scene, armature.blend in the drive folder, if you have modeled it using the original models as a reference you will have not problems in the placement of the model, nevertheless I recommend to apply the transformations on the move and scale.
When I have the transformations applied I rig it selecting the armature and the model, pressing P with automatic weights, check the weights and if necessary correct them.
Finally, it's time to export it. I select the models just in case, click File → Export → GLB. Check apply modifiers, and skinning in the extra options in the exporter.
Then repeat this steps with the rest of the models.
Rigging the model and exportin it from blender
From there you are ready to add your items, press add items and drag or select the models, in the new panel that appears we can select the basic options for our wearables. You can select the body shape and select the male or female options and then add the counterpart. Change the name, the rarity which determnines the number of wearables that will be created, and the category that configures which part will replace.
If you press EDIT, you will enter a menu where you can view the wearable in the avatar, and complete the rest of the options.
Once we have all the wearables, we can return to the main menu in the collection. Click on set a price, where we can put a price or make it free, put our address and finally submit it to the curation commite.
Here is a general guide that can help you create your own wearables. In the decentraland guides you can find more information about the curation process, and the textures of the skin and the standard texture, if you need them.
I believe the builder is a great tool to check this wearables, and test them pretty fast. With this models I think it is time to say; have fun and can't wait to see what you make.