From: Ceera Murakami
It is possible to create, via scripts, sculpties based on other prim types, such as a planar sculpty.
Sounds like you're still using an older viewer, Ceera. There's no need to use scripts for that anymore, just so you know. You can now set the stitching type directly in the editor window. Options are sphere, cylinder, torus, plane, and none. (I haven't quite figured out how "none" differs from "plane", by the way.)
From: Ceera Murakami
I've done some very precise texturing on sculpties, and can tell you that they really are not very suitable for application of detailed textures.
I would disagree, generally, with that statement. I put very carefully lit, high-detail textures on sculpties all the time.
As long as the geometry is well formed, and the textures are designed to fit, there's no reason at all why you can't use as much texture detail as you want.
From: Ceera Murakami
Since there is only one texture for the entire surface, you have fewer pixels to work with than, for example, a similarly sized cube prim.
That's not really a fair comparison, if the sculpties are being used intelligently. A cube has six individual sides (uncut), so of course it can have up to six times as many textures on it as any single sculpty. However, since it's pretty unlikely that anyone in their right might would ever devote an entire sculpty the replacement of something as mundane as an ordinary cube, there's really no need to make that consideration.
But if we do want to go that route, one could certainly put six sculpted planes together to form the equivalent of a prim cube, and the max pixel count would be exactly the same. The poly count would be relatively ridiculous, of course, so it's really not a good idea.
But then of course, there's always a tradeoff between poly counts and pixel counts anyway, and when you consider that you usually don't see all sides of all prims in any build, and that usually textures get spread across multiple surfaces anyway, there's absolutely no reason why a sculpty in normal usage can't have just as many pixels on it as any similar item made from regular prims.
From: Ceera Murakami
Depending on how the sculpty is shaped, some of the texture may not even be visible at all, where verticies are placed on top of each other to force a drisp edge, for example.
Very true, but now that other stitching types besides just spheres are supported officially, there's a lot less pixel waste.
For a simple example, if you make a set of couch cushions out of a plane instead of a sphere, you don't need to include any hidden faces at all. The cushions will have no backs, no undersides, etc., so the entire texture canvas can be usable. Use the various stitching types intelligently, and you can cut your texture load by 75% or more, compared with similar objects made entirely from spherical sculpts.
From: Ceera Murakami
Also, the precise positions of verticies of a sculpty change with level of detail, making it hard to get the texture to look good all the time.
I don't know if "hard" is the right word, but it does take some understanding and planning to make it work well.
From: Ceera Murakami
As a result of all these limitations, the level of detail on a sculpted prim's visible texturing is more fuzzy than on similarly-sized normal prims.
Not necessarily. It all depends on what you're making, and how you've decided to put it together. It's entirely possible to make a regular-prim item texture "fuzzier" than its sculpted counterpart. There are infinite possible permutations.
All things being equal, though, a sculpted plane will have the same amount of pixels spread across it as any similarly textured single side of a cube. A sculpted cylinder textures the same way as the curved side of a regular cylinder. A sculpted torus matches up exactly with a regular torus.
Of course, as I mentioned a minute ago, poly count considerations make it unwise to replace any single cube-side with a whole sculpted plane. But that's obviously an extreme. With more normal use, well-textured sculpties don't have to throw your poly count skyrocketing, and the textures that are on them can look just as good as those on regular prims, if not better.
From: Ceera Murakami
Sculpted prims were intended for simple organic shapes, like a mushroom cap. They work well for that, with simple textures applied to them. They are not well suited to uses that reqire accurately placed and detailed texturing.
They were intended for organics, yes, but that doesn't mean they have to be "simple". If I could log in right now, I'd love to grab some screenshots of some well-textured sculpties to show you. I think you'd be surprised just what's possible, Ceera, based on what you've said here. I'll grab some shots for you after they've fixed today's networking problems.