- Create your own wearable
- Create your own Wearable
Create your own Wearable
wearable info https://docs.decentraland.org/decentraland/creating-wearables/
What are wearables?
Wearables are the different clothing items, accessories, and body features that can be used to customize the appearance of a Decentraland avatar. While there are some default wearables available to all users, Decentraland also supports the use of custom wearables. These custom wearables can be created by both brands and users, and are often distributed in competitions and giveaways. Decantraland’s growing marketplace for user-generated content also includes support for wearables, which can be bought, sold, or traded as NFTs (non-fungible tokens).
There’s a growing range of available wearables including cyberpunk themed sneakers, fashionable jackets, fun tophats, and more! All of these stylistic choices give users an exciting and meaningful way to invest in, and express, their own unique personalities. By allowing wearables to be minted, and then sold, as NFTs, Decentraland provides content creators with a fun way to monetize their creative work.
This guide introduces the basics of creating custom 3D models for Decentraland wearables. It explains how the Decentraland “avatar system” works, and it illustrates how to properly model your own wearables.
Note: this guide assumes that you already have some basic to intermediate knowledge of 3D modeling. If you’re new to 3D modeling, start here.
The Decentraland Avatar System
The Decentraland “avatar system” is the broad collection of different body components and subcomponents that can be decorated with custom wearables. These components are:
- Body shape
- Head shape
- Upper body
- Lower body
The basic form of an avatar. Wearables can be assigned to one, or both, body shapes. Currently, there are two body shapes: A or B.
The head includes several different meshes:
This is the base mesh of the head on which all other head features attach to.
The Eyebrow mesh functions as a transparency mask. It is used to create different eyebrow styles.
The Eye mesh functions as a transparency mask, and is used to create different eye styles.
The mouth mesh functions as a transparency mask, and is used to create different mouth styles.
The upper body, or torso, of an avatar includes the arms and hands. All upper body wearables are applied to the entire torso.
The lower body includes the pelvis, legs, and ankles of an avatar.
Just the feet! All boots, shoes, sandals, socks, etc. are applied to the feet, not the lower body.
Each wearable has a specific category that determines which body part in the avatar system (e.g. head, upper body, etc.) the wearable will be applied to. Certain wearables will impact whether or not other wearables are rendered, depending on the specific category. Some wearables will entirely replace others with sometimes unexpected and surprising results. See the list below for details.
The different categories are:
- Body_shape: Replaces the entire avatar’s body.
- Hat: Replaces the avatar’s hair. For hats that leave some hair exposed, it must be attached to the hair in the mesh to prevent the avatar from going bald whenever they put on their hat.
- Helmet: Overrides the avatar’s entire head, replacing both hair and facial_hair.
- Hair: Replaces an avatar’s hat.
- Facial_hair: facial hair won’t replace or override any other wearables.
There are also accessories that can be applied to different areas of an avatar. Some of these accessories can impact other wearables. The accessories are:
- Mask: Replaces helmet, tiara, eye_wear and it will override facial_hair.
- Eye_wear: Replaces helmet and mask.
- Earring: Replaces helmet.
- Tiara: Replaces mask and helmet.
- Top_head: This is rendered on the top of an avatar’s hard. For example, an angel’s halo.
Building 3D models for wearables
Let’s start to create some wearables!
To ensure that Decentrand runs smoothly for all users, it is important to create wearable models without using too many triangles. The goal is to keep models as simple as possible so that they can easily be rendered, without sacrificing too much detail.
The same goes for textures. It’s critical that we use as few textures as possible.
There are limits for the number of triangles and textures that can be used for each wearable or accessory:
- No more than 1.5K triangles per wearable
- No more than 500 triangles per accessories
- No more than 2 textures (at a resolution of 512x512px or lower) per wearable. All textures must be square.
Before you get started, download the example files for reference meshes and textures.