My sculpts always start out on their side!

Sometimes, a certain unlucky individual will find that his sculpts consistantly start off in Second Life rotated at 90° in one direction or another. When I first started making sculpties, this was my lot. In case you can't tell, the image here is a sort of sock-like boot. The sculpt says it's rotated at 0,0,0, but the sculpt is rotated so that the boot is sitting on its toe.

If you're having problems with only one or some sculpts being rotated at odd angles, then you should see this troubleshooting guide.

There are two different things that can cause this. Well... three, but two of the three are so closely related I'm going to include them both in the first reason.

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With your cursor in the 3D View, tap the following keys to see if they match up with this:

NUM1 = front
NUM3 = side
NUM7 = top

If these keys don't give you the correct view of your mesh, then your sculpt will

Reason 1: Your Orientation is Wrong

Standard Orientation for the Blender 3D view holds that NUM1 shows you the front of your mesh, Num3 shows the side, and NUM7 shows the top. If these keys show you something different (NUM7 showing the front of your sculpt, for example) then chances are that your sculpt will turn up sideways when you import it into Second Life.

If you use the template from this site...

then you're probably modeling the mesh with the wrong orientation in mind. Most common would be creating the side-view from the front (NUM1).

If you made your another template, or you made your own...

You may have to re-rotate your mesh to the correct oriantation. Go to Edit Mode (NOT OBJECT MODE!) and select all your vertices. Tap R, then hold CTRL to keep the rotation degrees to standard intervals (5, 10, 15, etc). Alternatively, you can tap R, then type out the number of degrees you want to rotate on your numpad.

When you finish, when you tap NUM7, you should see the top of your mesh, and your texture seam (if your template shows it) should be at the side closes to the top of your screen (which is the back of your mesh).

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If the color textures on the sculpt template are mapped to the wrong axis, it can cause the sculpt to be rotated on its side in Second Life.

Red should be mapped to X, Green mapped to Y, and Blue mapped to Z.

Reason 2: Faulty Sculpt Map Bake

This will only happen if you have a faulty template. Either you've made your own, or you're using a template from somewhere else. For those who simply want to get rid of the problem quickly, download the template from here.

For those who've created their own template and want to fix the problem themselves, I recommend going over the template tutorial. Specifically, make certain that the material textures exactly match what's given. Red needs to be mapped to X, Green needs to be mapped to Y, and Blue needs to be mapped to Z.

Red

Green

Blue