1. Before upload sculpt texture, there’s some trick you can do to maintain the sculpted prim scale. While in Blender, make sure you’re still in Object Mode then hover your mouse over 3D workspace and press “N”.
The Transform Properties appear, put you attention on DimX, DimY, and DimZ. These number are telling us the scale of sculpted prim in Blender unit.
Since 1 Blender unit equal 0.5 meter in Second Life. You just divide all these number by half then you’ll got the scale of sculpted prim in Second Life.
From the example the amount are :
DimX 2.274
DimY 1.621
DimZ 1.820
In Second Life your exact model scale are :
X scale = 2.274/2 = 1.137
Y scale = 1.621/2 = 0.810
Z scale = 1.820/2 = 0.91
When you got all these number then close Blender and move to step2.
2. Upload sculpted texture by running Second Life viewer and select from top left menuFile > Upload > Image
When you upload sculpt texture make sure the Use lossless compression is check!
3. Find any sandbox you like. I Prefer Help Island Public. In sandbox, right click on empty ground and select Create.
4. Prim appear and building menu popup. In building menu click on object tab.
5. Now change “Building Block Type” to Sculpted.
6. Open your inventory and drag your Sculpted Texture to replace default texture.
7. The sculpted prim will start appearing but you need to correct the scale by enter the value number you got from step 1 into scale properties..
8. HooRay! enjoy your first Sculpted Prim made with Blender! :)


So I got to the part where I bake my model in blender and for some reason this is what I end up with.
http://img34.imageshack.us/i/emeraldfleetship001.jpg/
I dont know what i did wrong. i already wasted 10L uploading my first atempt not realizing it gives you a preview before you upload so i really want to make sure i have it right before i try to upload my sculptie again. please help
@ReggieEmerald You can preview your sculpted prim with SL upload tool (just select from dropdown menu > Preview as Sculpted Prim) or you could use Blender to do this too. After finished bake and save image goto File > Import > Second Life Sculpties and browse to the image you just saved. Blender will import .TGA file back to 3D object.
From the screenshot I see your sculpted prim have 194 vertices, 214 faces (showing at top of windows) do you remember what setting did you use when you add sculpt mesh? (Setting in Sculpt Mesh windows) It’s very important to keep the exactly same vertex/face when you start and finish modeling sculpted prim. If you accidentally add or delete any vertex/face the result after bake are uncertain.
ok, i am new to this thing, but. a small question: this is My screenshot from Blender, I have blender 2.49b, Python 2.6.2, and the correct primstar 0.5.0
the image in blender looks fine, but, when I upload it to SL, well, lets just say, its not so good, up close is very good, but camming back it looses it badly
sorry, here is the blender image:
here is My SL screenshot:
http://i99.photobucket.com/albums/l319/bick_2006/Snapshot_001.png
not sure whats going on with this web link stuff:
blender:
http://i99.photobucket.com/albums/l319/bick_2006/jpg.jpg
@Rob123 It’s an “LOD” rendering algorithm in Second Life. It happen when camera move away and sculpted prim will lose its detail.
You can see some resident complain about this too from jira
https://jira.secondlife.com/browse/VWR-2291
LOD came from Level of Detail
http://secondlife.wikia.com/wiki/Level_of_detail
A good model’s geometry will help you a little bit. My suggestion is you need to arrange vertex wisely. Keep many vertices together where you need to maintain prim’s detail but don’t expect a perfect result even some of my work still have problem with this too.
I’m having a problem with the detail of my sculpts. I got my problem of uploading it into SL fixed, but now I’ve got another. It seems that I can create something with detail in blender pretty easily (by detail I mean creases and things like veins in the muscle structure), but when I upload it into SL, it greatly loses that quality. It goes to the point where it just has the basic shape. I know you lose a bit of quality with SL originally, but I didn’t think you lost that much.
@Kita There’s no hidden secret you just need to arrange vertex geometry accord to your shape wisely. If you need some part of the mesh with many curve or creases you must try to arrange a lot of vertex in those place. Use tools like Propertional tool in Edit Mode to do this task and always plan ahead before start modeling.
Practice a lot then you would understand the structure of sculpted prim, maybe try create the same model with different geometry structure. Upload and test both prim in SL to see real result and compare it together.
If you find one sculpt prim is not enough to hold all detail then make it 2 or 3. Take a look a this belt screenshot I could just easily use one prim for the whole belt but it won’t have enough detail so I separate it into two mesh and it work pretty well in Second Life.