From: Osaka Wonder
Sorta confused here on the constraints. The converter, I get. The texture format (XxY PNG sculptymap), I get.
Just so you know, it doesn't have to be PNG. TGA or BMP will also work.
From: Osaka Wonder
- Do you basically just model with the map indicating vertex position using color or is it a glorified bumpmap?
It's actually a displacement map, if you want to get technical. But no, you don't model with it. Model by moving vertices around, just as you normally would (but steer clear of extrusions, splits, appends, or anything else that would change the topology or disturb the UV layout).
From: Osaka Wonder
- What are the constraints in 3D? Is it 32x32x32 vertex subdivided prim which is then sculpted in nurbs to create the ideal shape or something like that?
All (non-oblong) sculpties are simply a 32x32 grid of quads, a perfect rectangle, which is then bent or folded in 3D space to create whatever shape you want. The best analogy is origami. You can bend and fold a piece of paper to make a bird or an airplane or a fortune teller, or whatever, but when all is said and done, it's still just a rectangular piece of paper.
From: Osaka Wonder
- I'd like to confirm: the default behavior is NURB-like so using a Sub-D editor is ideal.
It's NURBS-like (no such thing as "NURB", by the way; the S is the most important letter) in that everything is ultimately rectangular. I'm not sure why you're thinking in terms of Sub-D's which, like their polygon cousins, can be completely free-form.
From: Osaka Wonder
- Can I import an obj into a compatible package then just export as a sculpty for SL or are there any other special constraints to be taken care of?
In most cases, an arbitrary mesh will not be directly sculpty-compatible. Sculpties require a perfectly uniform UV layout, and a mesh that is unfoldable into a perfect rectangle. That's not the way most models are made.
The best way to create sculpties is simply to deform existing primitives (spheres, cylinders, toruses, or planes). Remember, origami. Take a plane, curve it in 3D to become a cylinder, and it's still just a plane in 2D. Pinch the top and bottom to create a couple of poles, and now you've got a sphere in 3D, but in 2D it's still the same old plane. Push and pull the vertices around so the sphere becomes cuboid, or a human head, or a whatever else you might want, and you've got yourself a sculpty. But again, the whole thing is still nothing more than a plane in 2D.
From: Osaka Wonder
I'm really surprised the tools in SL for editing them aren't comprehensive. It's kind of irresponsible for them not to include a decent editor to get you off the ground for a property format or provide a converter that'll take it from an industry standard format to the property format and back again
I wouldn't call it irresponsible. I can see how it might appear a little incomplete, if you're new to it, since the concept is a bit different from what you're probably used to. But "irresponsible" is kind of a strong word. Linden Lab is under no obligation to create every conceivable tool that might be useful in creating content for SL.
Is it irresponsible that there are no built-in texture editing tools? Or sound editing tools? Or animation tools? Or language translation tools? Sculpties are no different. Keep in mind, SL can do about a million different things. Exactly how big do you want the viewer to be? Would you really want it to try to tackle everything, all by itself.
The comparison I usually use for this sort of discussion is that the viewer is in almost every way analogous to a Web browser. If you want to create very simple content for the Web, like the text we're composing on this forum right now, then a browser can do the job. But if you want to create anything more complex, then you need external tools like Dreamweaver, Flash, etc.
By the same token, if you want to create very simple content for SL, like a house made out of cubes, then the viewer is all you need. But if you want to texture the house, make the front door creek when it's opened, and sculpt a nice sofa for the living room, then you need to use external tools.
One thing that is important to remember is that sculpties are little more than a hack. They're sort of a placeholder between SL's long existing system of parametric solids (prims), and full blown mesh support. They were the brainchild of one enterprising Linden, named Qarl, who reasoned that they'd make for a relatively easy way of expanding SL's content display capabilities without having to make any fundamental changes to its architecture.
The capability to import textures was already there, as was the ability for the viewer to draw polygons (obviously), along with a system of culling LOD over distance in a predictable manner. Qarl simply created a bridge between the three.
As far as the server side knows, every sculpty is just a primitive. Notice they all have the same type of bounding box, regardless of their visual shape. All it took to make sculpties work was simply to build a displacement map interpreter into the viewer.
Sculpties are a stopgap, nothing more. They were never meant to be a permanent solution. Sooner or later, full mesh support will be implemented, and sculpties will no longer be necessary.
In the mean time, we have to give Qarl's resourcefulness due credit. It was heck of a clever solution, a testament to "less is more" type thinking, which is really what SL has always been about.
From: Osaka Wonder
- or to explain exactly what the constraints and environmental behaviors the modeler should expect.
You're absolutely right that LL could (and should) do a better job of documentation. While they do try, this has been one of their biggest weaknesses since day one. However, sculpties are pretty thoroughly explained in the sculpty wiki. Did you read the information over there?
http://wiki.secondlife.com/wiki/Sculpted_PrimsFrom: Osaka Wonder
I expect this from the Linux community, not SecondLife.
Oh, well in that case, welcome to SL.

From: Osaka Wonder
It'll all be explained soon... I'll probably put together a video tutorial or something to get new folks off the ground on youtube since this has really bugged me and there's not much out there beyond the videos explaining the basics of blender on SLBlender (tbh as powerful as blender is, it makes LightWave look super-user friendly which is scary).
Since Blender is your tool of choice, have you watched Gaia's machinimatrix videos? They're very good.