From: Arey Davids
I want to ask if there will be an update for secondlofe which is can handle POLYGON objects on the right way (Since it's UV map easy to modify).
The official Maya sculpty exporter is optimized for NURBS. The only one I know of that is set up for polys is the one that comes in the SLTK tools package, but that costs around US$1000. If you want to spend the money, go for it, but I'd suggest you just suck it up and learn to get good at NURBS modeling. It's a very important skill to develop, anyway, so you might as well.
Alternatively, you could use another program to do your polygonal sculpts. There are excellent scripts available for Blender, 3DS Max, and Wings3D, among others.
From: Arey Davids
I know SL using nurbs objects but its not makes any sense. Since usually vga cards can handle POLYGON objects normaly.
SL doesn't use NURBS surfaces at all. It uses polygons, just like every other real-time engine. NURBS are simply utilized for the source modeling in Maya. The actual sculpties are created as polygonal models in SL.
Just so you know, the idea behind sculpties was to enable the existence of organic models in SL. NURBS are ideal for this. Sculpties were never meant for the kind of hard-edged precision meshes that enterprising residents have since forced them to become.
In the future, SL will support importation of arbitrary mesh models, but don't hold your breath waiting for it. Learn to use what works now.
From: Arey Davids
MY second question is: I realized that if I delete the UV map form a polygon object and create a new one then I can export it into sl. BUT it still doesnt works few times. (or actully barely works). SO how can I use polygon objects in SL ?
Simply deleting the UV map and slapping on a new one won't necessarily make a mesh sculpty-compatible. In order for it to work, both the topology and the UV map must be a perfect grid. NURBS are set up that way by definition, which is why they always work. To do the same with polys, you need to work very, very carefully.
But even if you make your poly mesh perfectly, it still might not translate well to a sculpty, since the exporter wasn't designed with polygons in mind. It's set up for sampling NURBS surfaces, and approximating a new poly mesh from them, not for duplicating existing poly meshes.
If you want to make reliable sculpties from polygons, you must use an exporter designed specifically for polygons. Again, that means either buy the SLTK tools, or use another modeling app besides Maya. Or, if you're good with MEL, write your own exporter for Maya (and please, please, share it if you do).
From: Arey Davids
My third question: For example I made a a stair from a sphere. But when I upload it into sl, it looks ok, but the uv map is messed up. Origianlly I made a cube from a NURB sphere, and copyd it 5 times, and scaled them down. Then I usede the attach surface option. It merges the objects together. But when I upload it into sl, the teture map is messed up. How can I fix it?
Don't attach surfaces together, ever. Rememer, sculpties are not arbitrary meshes. They have to follow certain rules. The topology must always be unwrappable to a perfect grid of quads. If it's not, it won't work.
From: Arey Davids
And WHY sl cannot use CUBE objects? I mean, it can handle spehere, torus, cylinder, plane, but CUBE not. ITs makes no sense since it makes everythnig a lot harder.
It's very simple. All sculpties are based on a plane. A cylinder is simply a plane that has been rolled in 3D space, and stitched along one edge. A torus is the same thing, but stitched along two edges. A sphere is a plane that has been stitched along an edge, and collapsed to poles at the top and bottom.
There's no easy way to make a cube out of a single plane. That's why when you create a NURBS cube in Maya, what you end up with is not one single object, but a collection of six individual planes. If you want a singular surface that looks like a cube, the best way to create it is to deform a sphere.
From: Arey Davids
Normaly you place a cube object on the grid and copy it then scale them down, then combine them. Itts that simőple. But noooo. It DOESNT works in sl.
Nope, that's not how it works for sculpties. Get used to it. Complaining about it accomplishes nothing.
From: Arey Davids
P.S: Sorry for my english, I'm just learning yet. But I think its mostly understandable.
No problem.

Your post was very understandable. I hope my answers make sense to you. If you need further clarification on anything, ask away.
Out of curiosity, if you don't mind my asking, what's your native language?