How to Make Merchandise in the Metaverse: A Step-by-Step Guide

Do you want to sell merchandise in the Metaverse? It's easier than you think! In this guide, we will walk you through the steps necessary to create and sell shirts and other wearables in Decentraland. Whether you're a business or an individual, Metaverse merchandise can be a great way to generate revenue. Let's get started!

The Mission

The new developments in Decentralization make it possible for everyone to create their own wearables!


This opens up new possibilities for you to develop your own style or promote your thoughts. In this post, we'll go through the basic procedure for making a wearable, rigging it, and uploading it to the Decentraland builder.


Main Parts of the Wearables


A wearable is a piece of clothing, accessory, or body feature that may be used to alter your Decentraland avatar. You may use certain wearables once you've created an account, although there are a few that you can utilize right away. You can now design your own unique wearables.


Before you start making your own clothes, there are a few things you should know. First and foremost, each wearable is classified into separate categories, such as:

  • Upper and Lower Body

  • Feet

  • Hat

  • Helmet

  • Facial Hair

  • Head

  • Suit (lower, upper body and feet together)

  • Body Shape (The whole avatar)

This wearables can also include accessories, like:

  • Mask

  • Eye wear

  • Earring

  • Tiara

  • Top-head

  • Items (held in the avatar hands)

The issue is that there isn't a way to tell which body part of the avatar will be applied to, since each brand has its own method. This separates the wearables into different categories, with one wearing replacing another entirely in some cases. The following are the four classifications that appear in the builder:

  • Body_shape: Replaces the entire avatar’s body.

  • Suit: Replace the avatar’s upper body, lower body, and feet.

  • Hat: Replaces the avatar's hair. It must be connected to the mesh hair in order for the avatar to avoid baldness whenever they wear their hat if hats with some hair exposed are utilized.

  • 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.

  • Head: which contains Mouth, Eyes and eyebrows

  • Upper_body

  • Lower_body

  • Feet

  • 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: The top of an avatar's hard is painted white. An angel's halos, for example.

  • Item: These are rendered inside the avatar's hand.

Last but not least, we must discuss the 3d models' restrictions, which are as follows:

  • The number of triangles on a wearable cannot exceed 1,000 unless in accessories that require 500 triangles.


  • Each item in the collection will feature two different textures, with a resolution of 512x512.

We know everything we need to begin making our own wearables now.

Starting the Build

Once you've separated the wearables' components, you can start modeling. I'll do the basic wearables, such as feet, lower body, and upper body, in this tutorial. So you may refer to it as a source, but you can use the same technique to make any wearable that follows the restrictions I described previously.


Begin by downloading the essential avatar male and female from the link below, as a reference for where to start. You'll also find an armature file within, which we'll use later on to rig the models, as well as some other wearables' references.


Wearable Reference Models - Google Drive



In my situation, I'll download the FBX model of a male and female avatar in order to load them into my Maya scene to begin modeling. However, you may utilize your preferred 3D software instead.

Modeling & Texturing

In this part of the essay, I'll discuss three methods for combining wearables that I employ.

The first step is to duplicate the model and modify the vertex and faces to produce a new one. double-checking that everything fits together correctly. In this situation, because I'm making the feet for both males and females, all I need to do is make this wearable only once.

The second approach is to start with a simple form and then model the vertices in order to make it. While I'm modeling the skirt, I utilize the female legs as my base. Also, in this situation, I produce a variant of male avatars that wear pants, following the first technique.




The third option is to generate a model of the wearable without taking into account the number of tris and then retopologically (if you don't know what that means, click it!) modify it in order to meet requirements. I use Zbrush to generate the model's form and then Maya to make the low-poly version. The body plan is identical, but the body shape changes, so I duplicate the model and alter its form slightly to produce variety.


In this section, I'd want to go over the texture before discussing the materials. The image includes two distinct types of material. The fabric is useful for painting with flat colors, but you may replace it with a custom material called Mat_clothes, which I gave to each model that will have a unique texture. The AvatarSkin_Mat is used as the skin texture. In this case, when I load the model, the skin loads the one from Decentraland.


For the textures, I recommend symmetrical UVs because is such a little resolution texture that they can be significantly greater. Because I might break the texture when loading Decentraland, I leave all of the AvatarSkin material UVs alone.


For my models, I use Substance Painter to paint them in two textures. Because I only have access to the Base color channel, I can just paint on it. Make sure the resolution is set to 512 px when you create a new project.


Rigging & Exporting

It's time to rig and export the models in GLB once we've completed all of the materials, textures, and variants. You'll need Blender 2.8 or higher for this since you can rig the models in other programs, but when they're exported, they don't function properly.


To begin, we must import our model into the scene, armature.blend in the drive folder if you modeled it using the original models as a guide. If you used the original models as a reference to build your model, there should be no issues in terms of where to position it; nevertheless I recommend changing positions and scaling it.


When I've finished, I set it up in the custom rig by selecting the armature and model, then using "P" to apply automatic weights.


Finally, it's time to export it. I just choose the models in case, then click File > Export > GLB. In the extra options of the exporter, uncheck apply modifiers and skinning.


Repeat the procedure for each of the other models.



Decentraland Builder

When all of the models are created, it's time to go into the Builder. Next, log into your Metamask account and then Decentraland. We'll need to establish a new collection that includes all of our wearable devices. Create a new collection by selecting the plus sign followed by "new collection."


Click on the Add Modules checkbox at the top of your screen. You may now begin to add your items; press the Add Items button, then drag or select the models in the new panel that appears.

Create a title for the character and use it as its name. You may choose between male or female, then add the opposite sex. Choose from a drop-down menu to define whether it will be worn on your left or right arm, name it, change its rarity, and set its wear position.


  • If you select EDIT, you will go to a menu where you can view the wearable in the avatar and finish the remaining settings.

  • You may alter the name, add a description, and modify the category or rarity.

  • On the three dots, you have additional options if you didn't use before: remove from the collection or delete.

  • If you click on the pen, you may reload the 3D model of the wearable, if necessary.

  • You may also add more options to the overrides list. For example, if you want the player's hat to have hair instead of a helmet, simply set it on the hair category.

  • Finally, tags may be used to find your wearables when they're minted.


We can go back to the collection's main menu after we've finished collecting all of the wearables. Set a price is where we may set a price or make it free, provide our address, and then submit it to the curation committee. Learn more about the curation committee and how they operate here.


Conclusion

Here's a basic checklist that might assist you in creating your own wearables. For further information on the curation process and the skin texture and classic texture, see the Decentraland guides.


I think the builder is a fantastic gadget to check wearables, and test them quickly. fun and can't wait to see what you come up with or hit up our team to help your brand create their own wearables here!

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