In this tutorial, you’ll learn about the sculptie grid, how it effects your sculpts, and how you can place vertices of your sculpt mesh with precision.
For Your OCD
Usually, when you’re creating simple and organic shapes, using basic sculpting techniques works just fine.
However, if you want to make complex and highly precise sculpts, you may run into some problems with things like getting shapes perfectly symmetrical, or getting a shape to curve without getting jagged edges.
But you can get very accurate and smooth sculpted prims with the tools available in Blender, some advanced knowledge, and a little bit of patience.
Precision sculpting techniques can be used for creating:
Smooth, professional-looking archways
Complex, geometric shapes, like gears
A single sculptie that looks like multiple objects (see this tutorial)
Any other shape that needs to be highly accurate.
An understanding of the principles behind precision sculpting can also help you create cleaner meshes and avoid problems that might otherwise make your sculpties turn out looked jagged or distorted.
The Theory
You already know that a sculptie’s shape is defined by an image’s RGB values.
Consider this:
How many values are available in an RGB image. The total number is quite large, but for each individual channel, the answer is 256. Values range from 0 to 255.
So. Translate this to your sculptie. How many locations are available for the points of your sculpt map. It’s the same number as the available RGB values. There are 256 available location-values for each axis of your sculpt.
Think of it as a 3-Dimensional grid. 256 x 256 x 256. Then think of a ’snap to grid’ function. If the points of your sculpt don’t fall on one of these grid points, when you bake your sculpt map, the points will be put at the NEAREST possible point. For most organic sculpties, this is fine, but if you need a precise sculpt, often this will put points far enough off the mark to make the sculpt look… bad.
The Practice
So what we are going to do is actually set up this grid in Blender. Then, when we have the sculpt finished we can snap all the vertices to the grid, so that every vertex will be placed exactly how it will be when imported into Second Life.
For this part of the tutorial, open up a .blend file with a sculpt mesh that you would like more precision on. For the purposes of this tutorial, try to use a sculpt that is relatively simple, and has some sort of curve to it. Something like an archway or the hood of a VW Beetle would be good. I’ll be using the beveled archway shown above.Go to the menu below your 3D View window and navigate to View > View Properties. In the dialog that pops up, change the Grid Spacing to 0.01 and the Divisions to 1.

Make sure that you’re in Object Mode and select your sculpt mesh object. Then go to the menu below your 3D View window and navigate to Object > Transform Properties. Alternatively, you can just tap N.Change the dimensions of your object to 2.55 x 2.55 x 2.55. This will probably make your mesh look distorted, but what we did here is make it so that each .01 grid space represents a value on each 0-255 axis. At this point, my beveled arch looks like this:

Lastly, you want to place a corner of your mesh on the grid. Find a point on your mesh that makes a good “outer corner” of your mesh, such as one of the bottom ends of my arch. Zoom in so you can see the grid, then line up the corner with one of the grid points ( as shown here).
Now, if I was to snap the vertices to the grid right now, (Mesh > Snap > Selection to Grid) the results would look something like the mesh on the right:

You can see how the lines of vertices become rough. If I had exported a sculpt map from the mesh on the left, this ‘roughing up’ is exactly what would have happened. So what do we do? We perform an exercise in patience. We place our vertices on the grid BY HAND!
Don’t worry. You don’t need to place every single one on a grid point. Just the ones that are significant to defining the form of your mesh. For example: On my arch, the vertices that define the form the most are the ones that make up the top and bottom edges. The ones in between aren’t so important.
Shape reference
In order to make things slightly easier, I’m going to make a duplicate of my object that will act as a shape reference for my final piece.
Go into Object Mode (TAB). Hit SHIFT-D to duplicate, then RClick to place the duplicate mesh at the same location as the original. Now go back into Edit Mode (TAB again).
The vertices kinda look like a mess, yeah, but in the end, you keep the shape of your object better than if you had left your mesh in it’s original state. To emphasize my point, and also show off what precision sculpties can do, here is a screenshot of my finished sculptie in Second Life, below it’s closest equivalent made with regular prims. You can click the image to see it larger:
Tricks, Tips, and Notes
I’m still learning about precision sculpting, but as I gain tips and tricks for making precision sculpting better and faster, I’ll add them here.
Trick: Mirrored Halves
If you have a precision sculpt that has symmetrical halves, you can cut down on some of the placement work by using a mirror modifier. (Click here to learn how.)
With the mirror modifier in place you can go through and place the vertices on the one half of your sculpt, and the modifier will do the other half for you.
Note: After you’ve applied the modifier, you will have to move the vertices on one half inward by one grid space so that the sculpt’s dimensions are still 2.55 units cubed. Now snap your vertices to the grid, then export the sculpt map.
Tip: Default Settings
If you find that you’re using the precision grid very often, you can add the grid to your Default Settings. Just set everything up how you want it to look when you open up Blender, then navigate to File > Save Default Settings.
Note: Shrinkage Resolution Trick
If you’ve already read my tutorial on Resolution Tricks, you’ll probably remember the section on shrinking a sculpt. When you do this, you are giving up a chunk of your possible placement points.
For example: If, in the Levels dialog, you put the sliders to 50 and 205 (default is 0 and 255) You are taking off 100 possible placement values for each axis. If you know you’ll have to do this resolution trick, plan ahead. Instead of sizing your mesh to 2.55 cubed, you’ll have to size to 1.55 cubed.



Do this for all your significant vertices.

AHA moment. Why didn’t I think of this before? Much appreciated.