How Do I Make a Sculpted Prim?

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This article is part of the Extended Second Life Knowledge Base that includes advanced and specialized information. This information was originally provided by Linden Lab, but is not actively maintained nor guaranteed to be accurate. Linden Lab does not certify nor assume any responsibility for this information.

See the official Second Life Knowledge Base for the most current information.

Sculpted Prims are created and manipulated in a slightly different way than conventional prims. Check out the following steps to create your first Sculpted Prim:


Kbsd kb sculpted edit tools window.png

  1. Find a piece of land where you can build, and click the Build button on the bar at the bottom of your screen.
  2. Select any type of prim from the tools window (the default is a Box) and click the ground to create it.
  3. If you haven't already, click the More >> button to expand the tools window, and select the Object tab.
  4. In the Building Block Type dropdown menu, select Sculpted. Notice how some of the object editing parameters turn into a colorful texture! That texture, called a Sculpt Texture, defines the shape of the sculpted prim.
  5. You can change the Sculpt Texture by clicking on it and choosing a new texture from the Texture Picker.
  6. You can change the position, size, and rotation of a Sculpted Prim by using the edit tools the same way you would with a conventional prim.


KBnote.png Note: If you pick a texture that was not intended to be a Sculpt Texture (like a Snapshot, or some wallpaper), the sculpted prim will take on a crazy, unexpected shape we like to call "texture vomit". These crazy shapes won't hurt Second Life or your computer's performance, but they may hurt your eyes!



You can find some free example Sculpt Textures on the Sculpt Maps and Textures page of the Second Life Wiki.


For information on how to create your own Sculpt Textures for Second Life, check out the 3D Software Guide and the Sculpt Textures in Paint Programs pages of the Second Life Wiki.