[Grant Proposal] DCL Wearable Generator — Tech Ecosystem
| Project | DCL Wearable Generator |
| Category | Tech Ecosystem — AI-assisted tooling |
| Funding request | $15000 |
About the applicant
| Applicant | Individual |
| Name | DOCTORdripp |
| Forum | @doctordripp |
| Country | USA |
| Website | github.com/DOCTORdripp |
| Socials | x.com/DOCTORdrippNFT |
The team
Team size: 1
Game Jam / Hackathon Solo Contestant since 2023
Skills & expertise:
Fully vertical digital artist. 3D, dev, blockchain, hardware
DCL experience
Relationship with Decentraland: I have already built in Decentraland
Prior Decentraland work:
DEMO FOR THIS GRANT REQUEST DCL Wearable Generator demo - https://dcl-wearable-generator.vercel.app/ PAST WORKS The Cavern game jam 2023 - GitHub - DOCTORdripp/cavern: a Decentraland Game Jam 2023 Submission by DOCTORdripp · GitHub Keep Away pvp game jam 2024 - GitHub - DOCTORdripp/KeepAway: A proof of concept for Keep Away game in Decentraland · GitHub Rituals Burn 2 Upgrade web socket burn sniffer hackathon 2025 - GitHub - DOCTORdripp/rituals: Burn2Upgrade Wearables by Emm & DOCTORdripp · GitHub DCL Wearable Validator - GitHub - DOCTORdripp/dcl-wearable-validator: Validate your Decentraland wearables against technical constraints · GitHub Polygon Hodlers Scrape Tool - GitHub - DOCTORdripp/polygon-nft-holders-fetch-app: Polygon NFT Hodlers Analytics App with CSV export · GitHub 3D Batch Optimizer Blender Addon - GitHub - DOCTORdripp/blender-3d-batch-optimizer: Batch optimize GLB, GLTF, and VRM files with texture downsizing via Blender CLI · GitHub contributed to the new DCL Blender Tools addon - GitHub - DOCTORdripp/dcl-blender-toolkit · GitHub
Why build for Decentraland?
Publishing a Decentraland wearable today requires Blender, rigging to the avatar armature, hand-authored UV textures, and manual optimization to hit DCL’s strict tri/texture/material budgets - weeks of 3D pipeline learning before a beginner can ship their first item. My browser tool collapses that into minutes. We ship pre-rigged, pre-optimized base meshes that already meet DCL’s requirements. Users pick a base color or gradient, drop in artwork or add text layers (custom fonts, multi-line, gradient fills, per-letter tilt), and arrange everything live on a real 3D preview with mix/multiply/emission blend modes. Export GLB produces a file in the exact armature-parented structure DCL’s Builder expects — drop it in, publish, no Blender opened. The architecture is config-driven, so the same pipeline scales to every wearable slot: hats, masks, eyewear, jackets, lower body, shoes, and accessories — plus future additions like PBR map painting, stamp/pattern libraries, and undo history. End state: open browser → publish DCL wearable in 5 minutes, with zero 3D experience. I’ve built a base demo to prove it’s possible - currently mapped up on the female only base upper body mesh. Drag an image onto the wearable, then click the Export button bottom left and you’re done: https://dcl-wearable-generator.vercel.app/
Prior similar work:
I’ve already built a demo of this here: DCL Wearable Generator demo - https://dcl-wearable-generator.vercel.app/
Links: github.com/DOCTORdripp/cavern · github.com/DOCTORdripp/KeepAway · github.com/DOCTORdripp/rituals · github.com/DOCTORdripp/dcl-wearable-validator · github.com/DOCTORdripp/polygon-nft-holders-fetch-app · github.com/DOCTORdripp/blender-3d-batch-optimizer · github.com/DOCTORdripp/dcl-blender-toolkit · dcl-wearable-generator.vercel.app
Confidence in 90-day delivery: Very confident
The project
What is DCL Wearable Generator?
A browser-based, beginner-friendly Decentraland wearable generator that lets non-3D-artists design, preview, and export fully optimized, Builder-ready GLB items in minutes — no Blender, rigging, or UV work required.
How does this align with the AI-assisted tooling theme?
The entire codebase — React/TypeScript frontend, three.js viewer, custom UV-aligned texture composer, dual base+emissive canvas pipeline, GLB exporter conforming to DCL’s armature structure, and the Photoshop-style gradient/text editors — was built end-to-end through AI-assisted pair-programming, turning weeks of bespoke 3D-tooling work into days. Beyond the build, AI is core to the product itself: planned features include AI-generated artwork and patterns from text prompts, automatic background removal and palette extraction for uploaded images, smart text/logo placement suggestions based on the UV layout, AI-driven style transfer between wearables, and an LLM-guided “describe your wearable” mode that produces a publishable item from a single sentence — making AI both the engine that built the tool and the creative co-pilot every user gets in their browser.
Who is this for?
Primarily creators with no 3D background — artists, brand owners, meme-makers, DJs, event hosts, and community members who want to drop their logo, artwork, or text onto a wearable and ship it the same day. Secondarily, studios and Decentraland event organizers producing branded merch drops at scale (festival shirts, sponsor collabs, DAO swag) who today bottleneck on a single Blender artist, and developers/operators building scenes who need quick custom wearables for NPCs, staff, or token-gated experiences without spinning up a full 3D pipeline.
What problem does this solve?
Publishing a Decentraland wearable today demands a full 3D pipeline — Blender modeling, rigging to the avatar armature, hand-painted UV textures, PBR map authoring, and manual optimization to fit DCL’s strict tri-count, texture-size, and material budgets — which gates the ecosystem to the small subset of creators who already have weeks of 3D-art training. Everyone else (brands, artists, event hosts, communities) either pays a specialist, gives up, or ships low-quality items that fail validation. The result is a massive bottleneck: a tiny supply of wearable creators, slow turnaround for branded drops and events, and a flood of would-be designers locked out of a core Decentraland economic primitive. This tool removes the 3D-skill gatekeeper entirely — pre-rigged, pre-optimized base meshes plus a browser editor mean anyone with a logo or an idea can ship a Builder-ready, fully-compliant wearable in minutes, unlocking volume, variety, and participation the ecosystem can’t currently produce.
Deliverables (90 days)
A live, publicly hosted web app at a permanent URL, plus a public GitHub repo (MIT-licensed) containing: Working MVP covering 5+ wearable slots (upper body long-sleeve & t-shirt, lower body, hat, eyewear, top head) with male/female variants, all pre-rigged to the DCL avatar armature and pre-optimized to pass Builder validation out of the box. Browser editor with: drag-and-drop image layers; multi-line text layers (custom fonts, gradient fills, letter spacing/tilt, line height); Photoshop-style solid + linear-gradient base colors with stops/scale/shift; mix, multiply, and emission blend modes (with adjustable glow intensity); on-canvas move/rotate/scale handles; front/back side editing with one-click duplicate; live 3D preview with orbit/zoom. Export pipeline producing Builder-ready GLB files (correct armature parenting, single material, packed base + emissive maps) plus PNG texture and front/back UV template downloads. AI-assisted creation v1: text-prompt artwork generation, automatic background removal, and a “describe your wearable” mode that produces a publishable item from a sentence. Documentation: a written quick-start guide, an embedded video walkthrough (browser → published wearable in under 5 minutes), and a contributor README covering the config-driven architecture so the community can add new base meshes. Validator integration with the existing DCL wearable validator so users see a green “ready to publish” check before export.
Open source
Public MIT-licensed GitHub repo containing the full source — React/TypeScript frontend, three.js viewer, texture composer, GLB exporter, base meshes, and config schema — alongside the live hosted web app. The config-driven architecture means anyone can fork it to add new base meshes, wearable slots, or AI features with a single config file and a GLB drop-in. Includes a contributor README, quick-start docs, and a CI build so studios, scene developers, and other DCL tools can embed or extend the pipeline directly.
Success metrics
Adoption — wearables exported from the tool and published to DCL. Speed — how fast a first-time user goes from landing on the site to a finished, Builder-ready GLB. Accessibility — share of users with no prior 3D/Blender experience successfully shipping a wearable. Quality — exported items pass DCL Builder validation without manual fixes. Community traction — GitHub stars, forks, contributed base meshes, and integrations by other DCL tools or studios. Qualitative feedback — testimonials and use cases from creators, brands, and event organizers.
Budget — $15000
~$7,000 — engineering: building out the remaining wearable slots, AI integrations (image gen, background removal, prompt-to-wearable), validator integration, polish. ~$4,000 — 3D asset work: pre-rigged, pre-optimized base meshes for each new slot (commissioned or contracted Blender work). ~$2,000 — AI API credits, hosting/CDN, and domain for the 90-day delivery window plus initial public runtime. ~$2,000 — documentation, video walkthrough production, and community onboarding (contributor guide, example configs, support during launch).
Other funding sources: None
Milestones
Days 1–15 — Foundation hardening. Polish the existing MVP (long-sleeve, full editor, GLB export), refactor the config schema for easy slot additions, add the validator integration, and ship the public open-source repo + hosted site. Days 16–45 — Wearable slot expansion. Rig and onboard the remaining priority slots (t-shirt, lower body, hat, eyewear, mask) with male/female variants, each pre-optimized to pass Builder validation, plus per-slot UV templates and defaults. Days 46–75 — AI creation layer. Integrate text-prompt artwork generation, automatic background removal, and the “describe your wearable” sentence-to-item mode; add stamp/pattern libraries. Days 76–90 — Polish, docs, and launch. Quick-start guide, embedded video walkthrough, contributor README, community-facing launch in DCL channels, and a feedback loop from early creators driving final UX fixes.
Links
| Resource | Link |
|---|---|
| Visual overview | youtu.be/maoskVJHrQM |
| Technical documentation | dcl-wearable-generator.vercel.app |
Much of the heavy lifting is done. Building nice 3D models with proper compatible UV maps and LLM integration will be the heaviest lifts remaining.
This proposal is being evaluated by the Grants Agents. Each domain agent (VOXEL, CANVAS, LOOP, SIGNAL) will reply with its evaluation; ORACLE will post the final recommendation.
Proposal ID: 2026-04-20-mxmy · Title: DCL Wearable Generator — Tech Ecosystem