Tutorials How to Make a 3D Sword in Blender

How to Make a 3D Sword in Blender

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It’s time to be Fierce! Follow this guide to create a stylized sword in Blender.

We’ll go through the process of modeling the sword, and then add the necessary materials to each part of the model. In addition, we’ll set up the scene for rendering.

So this Tutorial will be divided into 3 Parts:

  • Modeling 3D Sword in Blender
  • Applying Materials to the Sword
  • Setting the Scene up

Let us start!

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Modeling 3D Sword in Blender

Starting with the Handle, add a Cylinder to the viewport with (SHIFT+A), navigate to the bottom left “Add Cylinder” Tab and change the Vertices to 14.

While selecting the cylinder, enter Edit mode by pressing (TAB) and choose both the top and bottom Faces (Press 3 for face selection mode). Then, inset them by pressing (I) and moving the mouse. Scale down the Cylinder on the Z-Axis (S+Z).

Select the top inset face and Extrude it downwards (E+Z). enter front view mode (Numpad 1) then go to X-Ray mode (ALT+Z) and choose the bottom Vertices to scale them down (S).

Navigate to the Right and add the “Subdivision Surface” Modifier. Set the “levels Viewport” and “Render” to 4.

Now, we need to make the Edges Sharper; Select the edge loops surrounding the geometry (2 for Edge Selection mode) and press (SHIFT+E) to Crease the edges then move the mouse slightly, Don’t make it too Sharp. Inset the face and Crease the inner edge-loop aswell. 

Add a UV Sphere and position it inside like shown.

Add another Cylinder, Scale it on the Z-Axis, and add a loop-Cut (CTR+R) in the middle. Then, Scale it down.

Inset the top and bottom Faces and Crease its outer top edge loop. Then, add a Cylinder, scale it down on the Z-Axis, and Scale up

Add a “Subdivision Surface’” modifier to it. Inset the Top and Bottom Faces. Extrude the Top face downwards and inset it as well. Select all the outer surrounding edge loops and crease them slightly.

For the Sword Blade, Add a Cube to the scene. Go to Top View (Numpad7) and Scale it down on the Y-Axis (S+Y). Then,  add a Loop cut in the middle and scale it up on the X-Axis (S+X).

Scale the Blade on the X-Axis, enter X-Ray mode and extend the length of it with (G). Extrude Up and scale down on the X-axis Twice.

Add a vertical loop-cut in the middle of the blade. Select the bottom vertices and scale them down on the X-axis. Also, select all the front and back faces, then scale them down on the X-axis. Choose the middle top two edges and move them upwards.

Go to the front view with X-ray mode activated. Select the middle vertices and move them down. Add a loop cut and scale the side vertices on the X-axis. Choose the middle top vertices and move them up to create the pointy part of the sword.

Adjust the Blade to make it consistent as a form.

To achieve cleaner geometry for the model, select those 2 vertices and join them with (J); this will create edges in the middle. Repeat this process on the back side of the sword as well, and then add a subdivision surface modifier.

Select the edges that we want to make sharper for the blade and crease them. Then, Scale the blade to better fit the handle.

Add a loop cut at the bottom, and select the triangular-shaped vertices at the top. Perform an edge slide downwards (double press G). Scale down the bottom vertices and also the bottom part of the sword.

Applying Materials to the Sword

Select Everything we created, Right Click>Shade Smooth. Navigate to the Shading workspace at the top, and create a new material for the blade. Color it light gray, with Metallic and Specular set to 1.000 and 0.600 respectively.

Create a new material for the metallic part of the handle. Change its color to a darker gray, with the Metallic factor set to 1.000. Link this material with the other metallic part at the bottom using (CTR+L) > Link Materials. Additionally, create a new material for the wooden part of the handle, using a brown color and setting the Roughness to 0.600.

For the Crystal Sphere, we need to make it glossy. Delete the “Principled BSDF” Shader and search for “Glossy BSDF” using (Shift+A), while changing the color to purple and setting the roughness to 0.200. Also, change the color of the world environment to something fitting.

Setting the Scene up

After changing the World Color, Set up your lighting with Sunlight and an area light (SHIFT+A) then you’ll be ready to Render.

Thank you for following this Guide, See you in the Next one!

Check out this tutorial on how to make Round Corners in Blender!