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        <title>Second Life Sculpty Props</title>
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&lt;h1 id=&quot;second_life_sculpty_props&quot;&gt;Second Life Sculpty Props&lt;/h1&gt;
&lt;div class=&quot;level1&quot;&gt;

&lt;p&gt;
Hexagon provides sculpty primitives for modeling objects that can be exported in TGA format then imported into &lt;a href=&quot;http://www.secondlife.com&quot; class=&quot;urlextern&quot; target=&quot;_blank&quot; title=&quot;http://www.secondlife.com&quot; rel=&quot;nofollow noopener&quot;&gt;Second Life&lt;/a&gt; (SL) and applied to a sculpted primitive in SL.
&lt;/p&gt;

&lt;p&gt;
The following sections provide information on creating, exporting, and using sculpties in Hexagon.
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;using_the_sculpty_primitives&quot;&gt;Using the Sculpty Primitives&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
The following steps are used to create, modify, and export scultpies in Hexagon, as well as importing and applying the maps into Second Life.
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;#creating_second_life_primitives&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Create an SL Primitive&lt;/a&gt; and click on &lt;strong&gt;Validate&lt;/strong&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Modify the sculpty as needed using the tools listed as safe to use in &lt;a href=&quot;#hexagon_tool_use_on_sculpties&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Hexagon Tool Use on Sculpties&lt;/a&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Save the scene file as a .HXN file.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Texture the sculpty.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;#exporting_sculpty_maps&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Export the sculpty map&lt;/a&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;#texturing_the_sculpty_primitive&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Texture the sculpty&lt;/a&gt; (hints only).&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;#importing_the_sculpty_map_into_second_life&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Import the sculpty map into Second Life&lt;/a&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;a href=&quot;#applying_the_map_to_a_sculpted_prim&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Apply the sculpty map to a sculpted prim&lt;/a&gt; in Second Life.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;creating_second_life_primitives&quot;&gt;Creating Second Life Primitives&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To create a Second Life primitive (sculpty) from the tool palette:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; In Hexagon, click on the &lt;strong&gt;Second Life&lt;/strong&gt; tab. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/second_life_tab.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
This will display the Second Life primitives tools. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/second_life_tools.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the primitive tool icon you want to use.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Create the primitive in the viewport just like you would a regular 3D primitive.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;
To create a Second Life primitive (sculpty) from the menu:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;Tools&lt;/strong&gt; &amp;gt; &lt;strong&gt;Second Life&lt;/strong&gt; &amp;gt; &lt;em&gt;primitive&lt;/em&gt; from the menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/second_life_tools_menu.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Create the primitive in the viewport just like you would a regular 3D primitive.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;importing_sculpty_maps&quot;&gt;Importing Sculpty Maps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
If you have previously exported out a sculpty TGA file or have one from some other source, they can be imported into Hexagon and worked on. One caveat is that some older sculpty files (like those available on the Second Life web site), may come in too “crumpled” to work with.
&lt;/p&gt;

&lt;p&gt;
To import a TGA file into Hexagon:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;File&lt;/strong&gt; &amp;gt; &lt;strong&gt;Import&lt;/strong&gt; from the menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/file_import_menu.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Change the file type to &lt;strong&gt;Second Life Sculptie&lt;/strong&gt; (*.tga). &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/import_type_sculptie.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Locate and select the TGA file and click on &lt;strong&gt;Open&lt;/strong&gt;. The object will be imported into Hexagon. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/imported_sculptie.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;hexagon_tool_use_on_sculpties&quot;&gt;Hexagon Tool Use on Sculpties&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
By default, the SL Sculpties in Hexagon are already mapped and you should not need to remap the primitives. It is not recommended that you remap the sculpties but if you absolutely insist on doing so, remap the sculpties following the guidelines in &lt;a href=&quot;#remapping_sl_primitives&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Remapping SL Primitives&lt;/a&gt; but do so before you make any modifications to the primitive.
&lt;/p&gt;

&lt;/div&gt;

&lt;h3 id=&quot;tools_that_can_be_safely_used&quot;&gt;Tools that can be safely used&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
The following Hexagon tools can safely be used to modify sculpties:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; All manipulators: &lt;strong&gt;Translate&lt;/strong&gt;, &lt;strong&gt;Rotate&lt;/strong&gt;, &lt;strong&gt;Scale&lt;/strong&gt;, and &lt;strong&gt;Universal&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; All selection tools: &lt;strong&gt;Object&lt;/strong&gt;, &lt;strong&gt;Faces&lt;/strong&gt;, &lt;strong&gt;Edges&lt;/strong&gt;, &lt;strong&gt;Points&lt;/strong&gt;, and &lt;strong&gt;Auto Select&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Displacement&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Inflate&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Orient&lt;/strong&gt; - Does not break SL primitive by itself, but unknown what other tools used with this might break it&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Pinch&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Quad Tessalation&lt;/strong&gt; - Lessens edge smoothing on map and may provide better results in SL&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Stretch&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Soften&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Brush&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Export Bump&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Increase Smoothing&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Paint&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Smooth&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Taper&lt;/strong&gt; - All types: &lt;strong&gt;Taper Deformer&lt;/strong&gt;, &lt;strong&gt;Bender Deformer&lt;/strong&gt;, &lt;strong&gt;Twister Deformer&lt;/strong&gt;, and &lt;strong&gt;Deformer&lt;/strong&gt; but may flip the UV Map requiring that the TGA file be flipped horizontally in a paint program. Do not re-UV map after using any tool.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h3 id=&quot;projection_tools_that_can_be_used&quot;&gt;Projection tools that can be used&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
The following mapping projections can be used on the sculpties prior to modifying them.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Spherical&lt;/strong&gt; - &lt;strong&gt;Cube&lt;/strong&gt; (on Y-axis), &lt;strong&gt;Sphere&lt;/strong&gt;, &lt;strong&gt;Cylinder&lt;/strong&gt;, &lt;strong&gt;Cone&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Cylindrical&lt;/strong&gt; - &lt;strong&gt;Torus&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h3 id=&quot;tools_that_can_be_used_with_caution&quot;&gt;Tools that can be used with caution&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
The following tools may break the sculpty when using, but judicious use may fix problems with the mapping. Save a backup of the file before using. Results will vary and are up to the user&amp;#039;s skill.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;UV Stretch&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Projection Editor&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Unfold&lt;/strong&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h3 id=&quot;tools_that_cannot_be_used_on_sculpties&quot;&gt;Tools that cannot be used on sculpties&lt;/h3&gt;
&lt;div class=&quot;level3&quot;&gt;

&lt;p&gt;
The following Hexagon tool(s) should not be used to modify sculpties as using them will “break” the sculpty.
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Bend&lt;/strong&gt; - Breaks the SL primitive and even if UV Mapped before using, will still not perform as expected. Interesting results can be made but it is not generally recommended.&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;remapping_sl_primitives&quot;&gt;Remapping SL Primitives&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
The Second Life Primitives are mapped correctly by default so should not require any remapping. But if you must remap (and be very sure of this before doing so), use the mapping methods detailed below. Do not remap after you have used any tools that moved points, edges, or vertices.
&lt;/p&gt;

&lt;p&gt;
To remap sculpties in Hexagon:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;UV Map &amp;amp; Paint tab&lt;/strong&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the appropriate mapping projection depending on the primitive type:&lt;/div&gt;
&lt;ul&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Cube&lt;/strong&gt;: Spherical Projection on Y-axis&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Spherical Projection&lt;/strong&gt; tool. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/spherical_projection_tool.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The cube will look like the image below. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/cube_spherical_projection_1.png?w=200&amp;amp;tok=c77e5f&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; In the Properties panel, click on the Init Gizmo on Y axis tool. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/init_gizmo_y_axis.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The cube will look like the image below. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/cube_spherical_projection_2.png?w=200&amp;amp;tok=9e9ef9&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Validate&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Sphere&lt;/strong&gt;, &lt;strong&gt;Cylinder&lt;/strong&gt;, &amp;amp; &lt;strong&gt;Cone&lt;/strong&gt;: Spherical Projection&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Spherical Projection&lt;/strong&gt; tool. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/spherical_projection_tool.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The primitives will look like the images below. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sphere_spherical_projection.png?w=200&amp;amp;tok=e7a664&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/cylinder_spherical_projection.png?w=200&amp;amp;tok=86f091&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/cone_spherical_projection.png?w=200&amp;amp;tok=50ec55&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Validate&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;li class=&quot;level2 node&quot;&gt;&lt;div class=&quot;li&quot;&gt; &lt;strong&gt;Torus&lt;/strong&gt;: Cylindrical Projection&lt;/div&gt;
&lt;ol&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Cylindrical Projection&lt;/strong&gt; tool. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/cylindrical_projection_tool.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The torus will look like the image below. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/torus_cylindrical_projection.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level3&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Validate&lt;/strong&gt; button.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;!-- EDIT1 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_important plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
&lt;strong&gt;CAUTION!&lt;/strong&gt; Once you&amp;#039;ve used a tool on the primitive, do not remap it!
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT2 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h2 id=&quot;using_default_hexagon_primitives&quot;&gt;Using Default Hexagon Primitives&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
The default Hexagon primitives have no mapping applied to them by default and so will not export as TGA files until they are mapped.
&lt;/p&gt;

&lt;p&gt;
While the default Hexagon primitives can be mapped and exported as sculpty maps, their use is not recommended as there may be issues with reversed normals, crumpling, and the mapping will have to be fixed in Hexagon before exporting or in another mapping program to close up any holes in the mapping or move vertices/edges that are off the map area.
&lt;/p&gt;

&lt;p&gt;
Once you use a mapping method (as detailed in &lt;a href=&quot;#remapping_sl_primitives&quot; title=&quot;public:software:hexagon:2:userguide:modeling_props:second_life_sculpty_props:start ↵&quot; class=&quot;wikilink1&quot;&gt;Remapping SL Primitives&lt;/a&gt;) on one of the default Hexagon primitives, change to UV View and make sure that no polygons, vertices, or edges are off the edges of the map and that there are no “holes” in the map, i.e., the map must be fully covered.
&lt;/p&gt;

&lt;p&gt;
You can modify the UV in Hexagon or export the OBJ and modify the UVs in UVMapper or other mapping program, then re-import into Hexagon and export as a sculpty map. Check for reversed normals, etc. before bringing into Second Life.
&lt;/p&gt;

&lt;p&gt;
Examples:
&lt;/p&gt;
&lt;ul&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Default Hexagon sphere, mapped spherically, exported as TGA, then re-imported into Hexagon: &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/default_sphere_1.png?w=200&amp;amp;tok=9e6f0f&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/default_sphere_2.png?w=200&amp;amp;tok=5bbbaa&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Default Hexagon cube, mapped spherically on Y-axis, exported as TGA, then re-imported into Hexagon: &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/default_cube.png?w=200&amp;amp;tok=8e10dd&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Default Hexagon cylinder, mapped spherically, exported as TGA, then re-imported into Hexagon: &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/default_cylinder_1.png?w=200&amp;amp;tok=ce8ee5&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/default_cylinder_2.png?w=200&amp;amp;tok=8cbedb&quot; class=&quot;media&quot; alt=&quot;&quot; width=&quot;200&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ul&gt;

&lt;/div&gt;

&lt;h2 id=&quot;exporting_sculpty_maps&quot;&gt;Exporting Sculpty Maps&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To export the modified SL primitive:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Choose &lt;strong&gt;File&lt;/strong&gt; &amp;gt; &lt;strong&gt;Export&lt;/strong&gt; &amp;gt; &lt;strong&gt;Second Life Sculptie&lt;/strong&gt; from the menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/export_sculptie_menu.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; A default save dialog will come up. Navigate to the folder where you want to save the file, enter a filename, and click on Save. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/export_save_as_dialog.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
If you used a default Hexagon primitive and did not map it, you will get the following error message: &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/export_uv_warning.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;!-- EDIT3 PLUGIN_WRAP_START [0-] --&gt;&lt;div class=&quot;wrap_center wrap_round wrap_info plugin_wrap&quot; style=&quot;width: 90%;&quot;&gt;
&lt;p&gt;
&lt;strong&gt;NOTE!&lt;/strong&gt; The Mac version of the exported TGA file may look slightly different than the same one exported from a Win machine, however, it does not seem to affect how the sculpty looks in Second Life although it might slightly affect the rotation of any applied texture.
&lt;/p&gt;
&lt;/div&gt;&lt;!-- EDIT4 PLUGIN_WRAP_END [0-] --&gt;
&lt;/div&gt;

&lt;h2 id=&quot;texturing_the_sculpty_primitive&quot;&gt;Texturing the Sculpty Primitive&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
The sculpty primitive can be textured in Hexagon or in a paint program by exporting in OBJ format then saving the UV Map out using UV Mapper or some other program.
&lt;/p&gt;

&lt;p&gt;
You can also used Hexagon&amp;#039;s painting tools, then save out the texture by exporting the object out in OBJ format. If you re-import the texture into Hexagon, make sure that the Flip Textures Vertically option is not checked. See the Hexagon documentation for more on using the Hexagon paint tools.
&lt;/p&gt;

&lt;p&gt;
If you apply a texture to the SL sculpty in Hexagon, you will notice a section on the UV map seam (except for the cylinder) that looks similar to the image below:
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/texturing_sphere_seam_1.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;
&lt;/p&gt;

&lt;p&gt;
But it looks fine in Second Life. Basically, this is the area at the top and bottom of the UV Map that is “blank” and not actually mapped to the object. The only issue is painting in Hexagon and trying to ignore this section at the same time. This appears to be because of the way sculpties are mapped in Second Life and how the Hexagon mapping has to be adjusted to work with the sculpty maps.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/texturing_sphere_seam_2.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;
&lt;/p&gt;

&lt;p&gt;
And here is the cylinder in Hexagon … no odd areas in sight.
&lt;/p&gt;

&lt;p&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/texturing_cylinder.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;
&lt;/p&gt;

&lt;/div&gt;

&lt;h2 id=&quot;importing_the_sculpty_map_into_second_life&quot;&gt;Importing the Sculpty Map Into Second Life&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To import the sculpty map you just created into Second Life:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; In Second Life, choose &lt;strong&gt;File&lt;/strong&gt; &amp;gt; &lt;strong&gt;Upload Image (L$10)&lt;/strong&gt; from the menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_upload_image.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; A default open dialog will come up. Locate the sculpty file, select it, and click on &lt;strong&gt;Open&lt;/strong&gt;.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; To preview the map as a sculpted prim, click on the Image tab and choose Sculpted Prim from the menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_image_tab_sculpted_prim.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; The object will be visible in the preview window (you may need to zoom in on it). Click on &lt;strong&gt;Upload (L$10)&lt;/strong&gt; to upload the map (this will cost you L$10 to upload so make sure you have the funds available). &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_image_tab_preview.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; The map will be uploaded and a preview window will come up as well. Click on &lt;strong&gt;Keep&lt;/strong&gt; and the map will be placed into your &lt;strong&gt;Textures&lt;/strong&gt; folder in the &lt;strong&gt;Inventory&lt;/strong&gt; dialog.&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;

&lt;h2 id=&quot;applying_the_map_to_a_sculpted_prim&quot;&gt;Applying the Map to a Sculpted Prim&lt;/h2&gt;
&lt;div class=&quot;level2&quot;&gt;

&lt;p&gt;
To apply the sculpty map to a sculpted prim in Second Life:
&lt;/p&gt;
&lt;ol&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Make sure you are in a location that allows you to build/create objects.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Right-click on the ground and choose &lt;strong&gt;Create&lt;/strong&gt; from the pie menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_create_menu.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; The &lt;strong&gt;Create&lt;/strong&gt; dialog will come up but don&amp;#039;t worry about selecting a particular type of primitive. Just click on the ground to create the default cube. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_create_default_cube.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; In the &lt;strong&gt;Create&lt;/strong&gt; dialog, click on the More button if needed. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_create_dialog_more.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Click on the &lt;strong&gt;Object&lt;/strong&gt; tab and choose &lt;strong&gt;Sculpted&lt;/strong&gt; from the &lt;strong&gt;Building Block Type&lt;/strong&gt; menu. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_sculpted_type.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The default apple sculpty map will be loaded and the sculpty will now look like an apple. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_default_map.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_apple.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt;  Click on the &lt;strong&gt;Sculpt Texture&lt;/strong&gt; box to access the &lt;strong&gt;Pick:Sculpt Texture&lt;/strong&gt; dialog, locate your map, and click on &lt;strong&gt;Select&lt;/strong&gt;. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_pick_sculpt_texture_dialog.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
The sculpty map will be applied to the primitive. It may be on its side though. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_on_side.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; If the sculpty is inside out after applying the sculpty map, the tool you used may have flipped the UV Map (like the taper tool). Open the sculpty map in a paint program and flip the map horizontally, then re-import into Second Life.&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; On the object tab or using the rotate widget, rotate the primitive until it is right side up. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/rotate_manipulator.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt; &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_rotated.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;li class=&quot;level1&quot;&gt;&lt;div class=&quot;li&quot;&gt; Now texture the sculpty and have fun. &lt;br/&gt;
&lt;img src=&quot;/_media/public/software/hexagon/2/userguide/modeling_props/second_life_sculpty_props/sl_object_textured.png&quot; class=&quot;media&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;
&lt;/li&gt;
&lt;/ol&gt;

&lt;/div&gt;
</description>
    </item>
</rdf:RDF>
