SOLAN
DER
THALS

3333
NATIVES

YOU

WE ARE
A TRIBE

ME

WE ARE
SOLANA

US

WE ARE
SOLANDERTHALS

MINT IS LIVE!
MINT PRICE 0.33 SOL

In order to prevent bots, we will release a dedicated mint site at the exact time when the minting starts, the link will be shared on our twitter, discord and website, please check our channels for further info!

RARITY TRAIT

One of the first civilizations to walk on the Solana ecosystem. Solanderthals are a friendly but fierce tribe. Each faction, whose exclusivity raises with the rank, has a crucial role for the survival of the tribe. The rarity depends on the number of pieces in its group.

Which one are you?

VILLAGERS 50%

MERCHANTS 15%

COLLECTORS 11%

HUNTERS 11%

EXPLORERS 8%

DIPLOMATICS 4%

SHAMANS 1%

WHO IS BEHIND THIS PROJECT?

We are @nonfriendlytypes, a group of friends (and artists) from Argentina who want the best for the solana community and its early adopters, and that’s why we made this collection, this is our first generative collection and the result of 3 months of hard work, hope you enjoy it. Join the tribe and grow with us.

F.A.Q.

Solanderthals is a tribute to every early adopter of the Solana ecosystem, the collection represents the people who started their journey in this world some time ago. The Solanderthals are the natives of Solana, a nation with different ranges and where everyone has an important role to survive. If you are in Solana, you are a Solanderthal.

The drops goes live on December 28th, 23:00hs UTC.

The mint price is going to be 0.33 Sol.

The collection is divided into 7 ranges, everyone has a number of pieces and that has a direct impact on the rarity. As much bigger is the range, less value.

Rarity list (in descendent order):
Shamans: 25
Diplomats: 121
Explorers: 256
Hunters: 362
Collectors: 361
Merchants: 528
Villagers: 1680

Yes, there are. It is 5%.

Solanderthals were made initially in ZBrush where 3D models and traits were designed. With the basic structure of the art, we applied a process of mesh retopology to reduce the number of polygons present in the models and make them more friendly for painting and rendering software. The problem with «Low Poly» assets is the absence of detail which was solved by baking in Substance Painter to transfer high-quality details from the «High Poly» models to the «Low Poly» ones. The final stage is scene creation in Marmoset adding lights, shadows, and color correction. With the assets ready, we ran complex javascript processes to procedurally generate variations, and the necessary metadata for the project, then selected the final pieces by hand, one by one.

JOIN US ->