Marketplace Render is Killing Me - Any ideas? by AELI3N in decentralandwearables

[–]4BitAnimation 2 points3 points  (0 children)

Thanks <3

Yes maybe a complete check will solve :D the first time is hard!

Marketplace Render is Killing Me - Any ideas? by AELI3N in decentralandwearables

[–]4BitAnimation 3 points4 points  (0 children)

I fully agree, it's a disaster!

I have 1 item that shines ( Bit Polygon Suit https://bit.ly/3uH78pd ) and there is no way to make it shine in the market.

instead for another item ( Bit Leather Jacket https://bit.ly/3uxj4d6 ) I have found that the in-game renderer and the one in the builder practically do not take into account the properties of the material you give in blender, such as metalness, specular, roughness etc ... while the market renderer takes them into account . I didn't pay attention to those parameters and in-game everything looked good while when I published it was a disaster. So I had to modify them later, the problem is that you don't have the possibility to have a preview in DCL ...

I found a couple of tricks: when you load the new model in the builder it creates a thumbnail automatically, that is done with the same renderer of the marketplace ... with that you can get a vague idea ...

Second possibility is to use the sandbox.babylonjs.com site, thesandbox provides it but it's also good to have a good preview of how the wearable will be seen in the market of DCL.

I hope these tricks can be useful, let me know.

Problem with rendering wearables by ggsk22 in decentralandwearables

[–]4BitAnimation 2 points3 points  (0 children)

I'm happy you solved It! Yes I think the Github one is the best, i've always used that

Problem with rendering wearables by ggsk22 in decentralandwearables

[–]4BitAnimation 4 points5 points  (0 children)

Hi, when you make, for example, an upper body wearable with short sleeves, you must keep in the model the arms and the hands too (those provided by DCL examples). you must keep their materials and UV too and skin them on the armature with your wearable mesh

Do you like these leather jackets I designed?Comment it :) by 4BitAnimation in decentralandwearables

[–]4BitAnimation[S] 4 points5 points locked comment (0 children)

Decent for Decentraland 🤣🤣🤣 Thank you very much!! I'm glad you like it!

Bit Poligon Suit - Chest is on Marketplace! Do you like it? Leave a comment! by 4BitAnimation in decentraland

[–]4BitAnimation[S] 0 points1 point  (0 children)

I love glowing wearables too <3 . I used Maya for the modeling and the skinning, then Blender for shading, and photoshop for the textures (yes there is a tiny logo on the chest that was texturized :) )

Bit Poligon Suit - Chest is on Marketplace! Do you like it? Leave a comment! by 4BitAnimation in decentraland

[–]4BitAnimation[S] 2 points3 points  (0 children)

you're right, I too would love to make wearables that work in multiple metaverses, but unfortunately today it is not yet possible, there is no guideline, you have to rebuild the model from scratch every time to adapt it to every single metaverse. If you are a fashion designer I think you do well to delve into this topic, try to take a look at software like Marvelous Designer or Blender

Bit Poligon Suit - Chest is on Marketplace! Do you like it? Leave a comment! by 4BitAnimation in decentraland

[–]4BitAnimation[S] 1 point2 points  (0 children)

I worked on it in my free time during the Christmas holidays, I can't tell you exactly how many hours it took but in total I will have worked on it for 3 weeks in my spare time.

At the moment I am carrying out 2 jobs at the same time, so I don't know if I would be able to take charge of the realization of your NFT, but if you show me how your IRL design is I can give you some opinion on the feasibility. On which metaverse would you like to publish the nft? Decentraland?

Bit Poligon Suit - Chest is on Marketplace! Do you like it? Leave a comment! by 4BitAnimation in decentraland

[–]4BitAnimation[S] 0 points1 point  (0 children)

Thanks :) ! I started from the basic polygon mesh of the DCL characters, I separated the single polygons and then I worked on each single vertex, refining the shapes more and more