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Testing-new-order-wearables (decentraland#119)
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* testing

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* test images

* test

* creating wearables

* change weight

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Signed-off-by: Nicolas Earnshaw <[email protected]>

* Replace all quotes for "

Signed-off-by: Nicolas Earnshaw <[email protected]>

* fix quotes

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* add creating a collection

* creating emotes

* add uploading-wearables

* add uploading-emotes

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---------

Signed-off-by: Nicolas Earnshaw <[email protected]>
Co-authored-by: Nicolas Earnshaw <[email protected]>
Co-authored-by: gonpombo8 <[email protected]>
Co-authored-by: nearnshaw <[email protected]>
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2 changes: 1 addition & 1 deletion .gitmodules
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[submodule "themes/documentation-theme"]
path = themes/documentation-theme
url = git@github.com:decentraland/documentation-theme.git
url = https://github.com/decentraland/documentation-theme.git
4 changes: 2 additions & 2 deletions content/contributor/content/collections.md
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Expand Up @@ -43,15 +43,15 @@ If the `:<id>` segment is appended at the end, the URN becomes a [pointer]({{< r

### Third-party Collections

Third-party collections, also known as [linked wearables]({{< ref "/creator/wearables/linked-wearables" >}}), are different from regular wearables in that they are tied to existing NFTs outside Decentraland. They allow players to display NFTs from their personal set on their in-world avatars.
Third-party collections, also known as [linked wearables]({{< ref "/content/creator/wearables-and-emotes/wearables/linked-wearables.md" >}}), are different from regular wearables in that they are tied to existing NFTs outside Decentraland. They allow players to display NFTs from their personal set on their in-world avatars.

Their URNs look like this:

```
urn:decentraland:<blockchain>:collections-thirdparty:<third-party-id>:<collection-id>
```

You can find ample information about these in the [linked wearables]({{< ref "/creator/wearables/linked-wearables" >}}) documentation for creators.
You can find ample information about these in the [linked wearables]({{< ref "/content/creator/wearables-and-emotes/wearables/linked-wearables.md" >}}) documentation for creators.

## Discovering Collections

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2 changes: 1 addition & 1 deletion content/creator/3d-modeling/_index.md
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---
bookCollapseSection: false
weight: 20
title: 3D Modeling
title: 3D Modeling and Animations
---
136 changes: 90 additions & 46 deletions content/creator/3d-modeling/animations.md

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18 changes: 9 additions & 9 deletions content/creator/3d-modeling/materials.md
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Expand Up @@ -33,21 +33,21 @@ Not all shaders can be used in models that are imported into Decentraland. Make
The image below shows two identical models, created with the same colors and textures. The model on the left uses all _PBR_ materials, some of them include _metalness_, _transparency_, and _emissiveness_. The model on the right uses all _standard_ materials, some including _transparency_ and _emissiveness_.

![](/images/media/materials_pbr_basic.png)
<img src="/images/media/materials_pbr_basic.png" width="300" />

## Transparent materials

You can set a material to be _transparent_. Transparent materials can be seen through to varying degrees, depending on their _alpha_. To do this, activate the transparency property of the material and then set its _alpha_ to the desired amount. An alpha of 1 will make the material completely opaque, an alpha of 0 will make it invisible.

The image below shows two identical models created with standard materials. The one on the left uses only opaque materials, the one on the right uses both transparent and opaque materials in some of its parts.

![](/images/media/materials_transparent_emissive.png)
<img src="/images/media/materials_transparent_emissive.png" width="300" />

There are two main different transparency modes: _Aplha Clip_ and _Aplha Blend_.

_Alpha Clip_ sets that each part of a model is either 100% opaque or 100% transparent. _Alpha Blend_ allows you to pick intermediate values per region.

![](/images/media/transparency-modes.png)
<img src="/images/media/transparency-modes.png" width="300" />

Unless you specifically want to be able to have an intermediate level of transparency, it's always better to use _Alpha Clip_.

Expand All @@ -57,21 +57,21 @@ You can also make a material _emissive_. Emissive materials cast their own light

The image below shows two identical models created with standard materials. The one on the right has glowing emissive materials on some of its surfaces.

![](/images/media/materials_transparent_emissive.png)
<img src="/images/media/materials_transparent_emissive.png" width="300" />

To make a material emissive in Blender, simply add an `emission` shader to the material.

![](/images/media/simple-emissive.png)
<img src="/images/media/simple-emissive.png" width="300" />

To make a material both emissive and have a texture, you can use two shaders in parallel, one of the `emission` and another `principled BDSF` for the texture. You can then use a `mix shader` node to join them.

![](/images/media/apply-emissive.png)
<img src="/images/media/apply-emissive.png" width="300" />

{{< hint info >}}
**💡 Tip**: By using a color atlas as a texture, you can get away with having various possible colors counted as a single texture. This is useful for making sure you don't exceed the [scene limitations]({{< ref "/content/creator/scenes/optimizing/scene-limitations.md" >}}).
{{< /hint >}}

![](/images/media/neon-texture.png)
<img src="/images/media/neon-texture.png" width="300" />

#### Soften an emissive

Expand All @@ -81,7 +81,7 @@ To make a material glow less, the best workaround is to set the `color` property

For example, if using the below color map, you can achieve a less bright emissive material by picking a color from the bottom half of the image. Anything on the top half will be fully emissive, but as you go lower the material will have less glow.

![](/images/media/neon-texture.png)
<img src="/images/media/neon-texture.png" width="300" />

## Vertex painting

Expand Down Expand Up @@ -184,7 +184,7 @@ To swap the material:
1. Check the current material's settings to see what texture files are being used and how they are configured.
2. Delete the current material from the mesh.

![](/images/media/materials_delete_material.png)
<img src="/images/media/materials_delete_material.png" width="300" />

3. Create a new material.

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4 changes: 0 additions & 4 deletions content/creator/emotes/_index.md

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