UV Unwrap
Split your screen by RClicking on the top edge of the 3D view and selecting Split.
Switch the right view from
the 3D View to
the UV/Image Editor.
Select the column of vertices in the back of your cylinder and hit CTRL-E > Mark Seam to mark as a UV unwrap seam.
Tip: Tap B, then LClick/Drag to use the Border Select tool, or tap B twice to use the Brush Select tool.
Select all the vertices of your mesh, then create a new 64x64 image in the UV/Image Editor.
With the cursor in the 3D View, tap U and select "unwrap", then fit the vertices evently into onto your image in the UV Image Editor.
UV Unwrap
Now for the first time, I'm going to have you split your 3D View screen. You do this by placing your cursor at the top edge of the 3D View, then, when it changes to the resize-cursor, right click and select "Split" from the popup menu. Then place the new edge where you want it.
You can actually split the screen as many times as you want this way, and you can split it along the side edges as well, but I prefer having large views to multiple ones, especially since changing the camera view is so easy. (NUM 1, 3, and 7)
But besides just changing the 3D view, you can change the divisions to show something else entirely. On the bottom left of each of your 3D views, you will see a tiny menu with an image that looks like a grid. If you click it, it will give you a list. You'll see that your current division type is named '3D VIEW'. Oh my gosh.


Most of the other types are irrelevant to sculpties, but I want you to change the right division from the 3D view, to the UV/Image Editor.
Note: You may notice that EACH division has that same menu. The default division on the top is named User Preferences. The default division on the bottom is named Buttons.
UV Image
Now in this UV/Image Editor, we're going to create a new image and assign it to all the faces on our mesh.
The easiest way to assign faces to an image is to have the faces selected before you create the image (or before you load another). So with your cursor in the 3D View - still in Edit Mode, tap A until everything is selected. Your faces should be pink, and your vertices should be yellow.
Then in the UV/Image Editor, go to Image > New and create an image that's 64 x 64. You can click on the current numbers to insert the new ones manually.
Why 64 x 64?
When you upload an image into Second Life, SL compresses the image so it will take up less space in the system. This makes the image load faster (yay!) but it also makes the image quality a good deal worse (no!).
On something as specific as a sculpt map, a change in quality means that your vertices won't be placed exactly where you want them. 32 x 32 sculpt maps reproduce shapes poorly. 64 x 64 get them nearly perfect. Some people swear by 128 x 128, but then sculpties load four times slower. I stick with 64 x 64.
Now we need arrange the vertices into a grid on our image, but there's one problem.
You may notice that we have a clear top and bottom on our mesh, which will corrispond with the top and bottom of the image, but what about the sides? What we need to do is assign one vertical column of vertices to be an Edge Seam. This will tell Blender where to cut the mesh when it unwraps it onto the image.
In your 3D view, tap NUM7 to view the top of your mesh. You'll see a ring of vertices. Deselect everything by tapping A. Now I will introduce you to the B selection tools.
Border and Brush Selection
The Border and Brush selection tools are the two most useful tools for selecting multiple vertices at once.
Tap B once to get the Border Selection tool. This will let you select vertices with a selection box, much like you select a part of an image with the Rectangular Marquee tool in Photoshop.
Tap B twice to get the Brush selection tool. This will give you a circular cursor. If you click and drag with this tool, any point that is touched by this cursor will be selected. The brush size can be changed by scrolling the mouse wheel. Also, to deselect points with this tool click them with the mousewheel. To get out of Brush Select mode, Rclick.
Now that you know how to use the B key, deselect everything, and select JUST the top vertice in your ring (illustrated above) using either of the B selection tools. Now rotate your view slightly by clicking and dragging with your scroll wheel, and you'll see that all the vertices underneath the one you selected were ALSO selected. This is what the B tools do by default, and it's what we want.
With those points still selected, and with your cursor in the 3D View, hit CTRL-E and select "Mark Seam" from the popup menu. This seam will be both the right and left sides of your image. Now we can unwrap.
Select all the vertices by tapping A until all the vertices are yellow, and the faces are pink. Then tap U and select "unwrap."
You'll notice that your vertices are now represented as a squashed grid on your image. We'll need to stretch them out.
Then, remember your basic editing hotkeys?
Tap A in the UV Editor to select all your vertices. Then tap G to grab and move, and Y so you only move them along the Y axis (up and down.) Place them at about the middle of the image. Then tap S then Y to scale the vertices along the Y axis until they cover the entire image. After you do that, there's one more thing to do. Go to UVs > Snap to Pixels, then tap G, and if things still look lined up, LClick to set the pixels. This makes certain that your vertices are all lined up perfectly with your image.
If your grid isn't even, first check to make sure your image is the right size. You can do this by going to Image > New. It will show you the last image size you created. If it's correct, cancel. If it's something other than 64 x 64, reselect your mesh and create a new image at the right size.
If the image is the right size and the grid is still uneven, deselect all the vertices in your UV/Image Editor by tapping A with your cursor inside that window, then use the border select tool to select the rows of vertices that are off and move them into position.
Now ... we get to the hard part.