Hello! It's time for another DemonEye Designs Building Tutorial!
At the moment, I'm having trouble uploading th video for Part B of this tutorial. Part A is educational as a standalone, but the two do complement each other. I will add a post with a link to the video when I finally get it uploaded.
---------------------------------------------
For this tutorial, I'll be dealing with various programs, and what is possible with a sculpted prim. I will also answer the question of 'Can my favorite program do sculpties?".
Alright, here we go!
First of all, what is possible with a sculpted prim, or sculpty? Quite a lot, but at the same time, they are extremely limited. I am not the most knowledgeable person on the technical aspects of sculpties, so I can't tell you the exact reasons for our limitations, but I can tell you some of what is possible.
First of all, you cannot use sculpties to make a Mega Prim. When you import a sculpt map, it is applied to a normal prim. The mesh is still restrained to being within the bounding box, which has a limitation of 10x10x10 metres. If you scale a sculpty to a bounding box in your modeler, and then scale it larger, SL will simply scale it back down until it fits into the box, possibly also distorting the shape.
Sculpties CAN however, be used to make tiny prims. While the in-world building tools are limited to a size of 0.01 on all sides, sculpties don't necessary fill the entire bounding box. Technically, I believe you could make infinitely small prims using sculpties, though at some point the practicality would be void. Because it is impossible to have a sculpted prim as 'perfect' in shape as a normal prim, most people just torture prims to make tinies, and not use sculpties.
Sculpted prims can be used to make irregular shapes. That was the original intention, to have a medium that could be used to create prims of shapes not as possible with normal prims. Sculpties are capable of much more diverse shapes, but are not capable of ANY shape. They are limited to a set number of vertices, and if more are used in the creation, then the original shape will be lost to something similar.
Sculpt maps are not created in-world. While there are some in-world tools for making sculpties, they are all created out of world in actuality, and result in usually a .bmp (Bitmap) or .tga(Targa) file. For the best results, sculpt maps are uploaded at a resolution of 128x128 or smaller. This is because most sculpt maps are uploaded Losslessly, which does not work properly for larger maps.
Lossless uploading is a term used t describe uploading while losing as little data as possible. Larger files are incapable of being properly uploaded this way... though I don't know why. The difference between a lossless and normal upload, when dealing with sculpties, can be enormous. Because of the nature of sculpt maps, when uploaded and losing data, the shape can be distorted. It ranges from just being a little lumpy to being completely wrong, depending on the sculpt itself. When you losslessly upload, you will always have a more exact recreation of the model you started with before the upload.
You can do a lot with sculpties. People have created amazing things with sculpties, but at the same time, have been unable to to some extent Because of the limitations of sculpties, you are still only able to create medium quality creations with one prim. Using more prims, working together, you can create extremely high quality objects in SL, in a lot fewer prims than previously possible. But it comes at a price.
Each sculpty takes up considerably more resources than a single normal prim. I don't know the exact differences..it depends on the shape. If you can do something in 4-5 prims, with about the same quality as a single sculpty would provide, and you have the prims available.. use the normal prims. It will cause less lag, and loading hundreds of sculpties at one time can be extremely slow.
Sculpties are also limited in quality depending on distance. Sculpties have (I believe) three levels of detail. When close, they look how they should, but as you move farther away they lose detail to you, to preserve resources. Sculpties are rendered client-side, so will only cause lag to the player, not the server.
Now then.. Can Your Modeler make sculpties?
Yes. Almost certainly. The most common file types for 3d models are .3dm and .obj. There are resident-made tools for both of these, called 3dm2sculpt and obj2sculpt, that will change a file of its type to a sculpty. Most mainstream programs also have plugins to make it easier. 3ds Max, Blender, Maya, and Wings 3d are some of the most common modelers used for sculpties, and have the best documentation on the method used for each.
No matter the program, there are a few rules you will always have to follow. Some of these would be that a single sculpt must be made out of an object with only one surface. Another big one is the number of vertices and faces. Some plugins will not export to a sculpty unless the number is correct, others will allow it, but the detail kept will be decided by the program, and is not necessarily predictable.
For more detailed info on how to do it with your program, search this building forum, or ask if you cant find anything. In all likelihood, its very possible with your program. I have yet to hear of a modeler that it is impossible to create sculpties with.
The rest of this tutorial is in video form. It is showing some various specialty tools, the pros and cons of each, as well as a little about the more mainstream modelers. For each, there is a very short show of how to use it, unless I don't know how

Video will be posted when it is uploaded.