To "mirror" something in Maya, you duplicate it negatively across one or more axes. For example, here's how you'd mirror something across the X axis. Note that this sounds a whole lot more complicated than it actually is. I've broken it into 5 steps to make it easiest to explain, but really, it's a 2-second process the first time you do it, and then maybe a half-second process every time thereafter. It just takes a bit to explain it well with text.
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1. MOVE YOUR OBJECT OFF CENTER
First, make sure your object is not currently located in the center of the grid. If it is, move it along the X axis a little to one side or another, so that no part of the object crosses the center line.
Strictly speaking, this movement is not necessary, but it is recommended. It will ensure that when you duplicate the object, the counterpart will not end up occupying the same space as the original. When two objects are in the same space, working with them can be difficult.
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2. TURN ON SNAP TO GRID
In Maya's default GUI, the top row of buttons, just below the Main Menus bar is called the Status Line. On the right hand side of the Status Line, near the middle, you'll find a collection of buttons with pictures of horseshoe magnets on them. These are what you use to toggle snapping on and off. Turn on the first one, Snap To Grids.
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3. RE-CENTER THE OBJECT'S PIVOT POINT
Now go back to your object, and press Insert to show the Pivot Manipulator. Move the object's pivot along the X axis to the center line of the grid. It should snap right in place.
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4. DUPLICATE SPECIAL (WITH -1 SCALING ON X)
In the Main Menus, go Edit -> Duplicate Special -> Options Box. (Note: When I say "Options Box", I mean click on the little box icon directly the right of where it says Duplicate Special.) This will bring up all your options for duplication.
You'll be using the default settings for most of the options here. To ensure that everything's set to default, go Edit -> Reset Settings. (Note: Do this on the Duplicate Special Options dialog's Edit menu, not on the main Edit menu.)
The only settng you'll want to change from default is the scale setting. By default, it will be set to 1 on all axes. Change it to -1 on X. Hit Apply, and you should see a new copy of your object appear on the grid, on the other side of the X center line.
Note: When you're all done making mirrorred duplicates, I'd suggest resetting the Duplicate Special Options to default (Edit -> Reset Settings). Otherwise, every time you press ctrl-D, you'll end up with backwards copies of all your stuff instead of normal copies. It's generally good practice to be in the habit of returning all your tools to default behavior after you use them anyway.
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5. DELETE CONSTRUCTION HISTORY, & FREEZE TRANSFORMATIONS
Now you've got your mirrorred copy of your object, and you're almost ready to export its sculpt map. Before you do that though, you'll want to tell Maya that the copy is an object in its own right, not just something that was crafted from the properties of the original. Otherwise, your sculpt map is likely to turn out messed up.
Select the new copy, and then in the main Edit menu go Edit -> Delete By Type -> History. This will remove all records of how the object was created from Maya's memory. Now go Modify -> Freeze Transformations. This will tell Maya that the location, size, and rotation of the object are the same location, size, and rotation they have always been. Essentially, you're telling Maya that the object's size is 1,1,1 and that its rotation and translation are 0,0,0. Don't forget to do these things. It's very important.
(By the way, if phrases like "this removes all records" sounds scary, don't let it frighten you. It's common practice while working in Maya to do things like delete histories and freeze transformations all the time while you work. For certain tasks, you'll want to keep histories intact; for others, you don't want them in your way. If you're bothered by this "loss of information", simply save to a new scene before deleting history.)
Okay, your new object is all set for sculpt output. Export a sculpt map texture from it, upload the sculpt map to SL and apply it to a sculpt prim. You're done.
I hope this was helpful.
