NFT
Specifications
File type: GLTF
File size: < 10MB (Should be as small as possible)
Triangles: < 20,000 max (Should be as small as possible)
Texture: 1024x1024 (Recommended) or 2048x2048
Image Texture: Emissive (not shader allowed)
Characteristics
Transform Y Up
Mesh should include tangents, normals, UVs
Compression level: 6
Objects
No Light objects
No Camera objects
No Empty objects
No Animation objects
Positioning
Origin: [0, 0, 0]
Scale: [1, 1, 1]
Rotation: [0, 0, 0]
Max X Offset (width): 0.01
Max Y Offset (height): 0.01
Max Z Offset (length): 0.01
Materials
1 Material mandatory
You must connect your texture image directly to the Material Output node (image below)
Material Alpha (opacity): 1.0
No duplicated materials
Texture format: JPEG
Texture map must be baked
UV Maps
Do not leave unused areas
Avoid stretched images
If the model is symmetrical or has any repeated mesh or shape, these should be overlapped
Include a 10px bleed for the UV islands
Any UV island with flat colors/textures should be overlapped
Keep UV island size relatively scale according to the actual size of the area
Avoid any stretched or curved sections for cylindrical shapes UV map
Size
Brightness adjustment
For the NFT preview, it would be necessary for you to light up your texture after baking it. to do this properly in Blender you would need to use the Compositing tab and activate "Use nodes"
Right after just drag and drop your baked NFT image into the Compositing work area and connect it to the Composite node from image output to image input
Now in the Add menu area, look for Color and pick the Hue Saturation Value node and connect it in between your image and the Composite node and set a Value of 3.5
Now add a Viewer node from the Add menu as shown in the next image
Connect the Hue Saturation Value Node to the viewer image input
Activate the image editor at any side of the Blender workspace
In the image editor look for Viewer Node preview in the image menu
Now from the image editor you can save you edited image from the image menu
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