How to model a low-poly Zabuza anime sword | Blender 3.4

In this tutorial I will show you how to model a Zabuza anime sword in a low-poly style in Blender.

Blade Modeling

I will bring in an image from Google images for a reference

I will rotate and move the reference to the proper position

I add a curve object and move it to the base of the blade

In edit mode,  select the curve object and delete the vertices

I select the curve pen tool and begin to outline the blade reference – if you haven’t watched my curve pen tool tutorial, please pause this tutorial and watch that one first

Once I have the outline done with the curve pen tool, I open the object data properties tab and lower the resolution preview

In object mode, I select the blade, right-click and convert the curve into a mesh

In edit mode, I select the vertices along the blade and add faces

In object mode, I add a solidify modifier to give the blade a bit of thickness

I apply the solidify modifier

In object mode, I add a circle, rotate it around the X-Axis 90-degrees and move it into place at the top of the blade

I scale it to the proper size to act as my Boolean for the hole

In edit mode, I add a face and extrude the circle along the Y-Axis so it intersects with the blade

Under the overlays menu, I check the face orientation of the two objects – if anything is red, I use ALT + N to flip the normals

This needs to be done so the Boolean will work and also so the materials will work outside Blender – such as in a game engine

In object mode, I shade the circle smooth

I then add a Boolean modifier with the circle as the object and operation will be “difference”

I then apply the modifier and delete the circle

In edit mode, I add a small bevel to the hole I just cut out

If you are experiencing problems, you can change the support edges by merging vertices

To smooth out some of the square edges, I will add bevels to certain edge loops along the edge of the blade

In object mode, I right-click and choose “shade auto smooth”

To fix the shading issues around the Boolean, in edit mode I select the outer edge loop and scale it along the Y-Axis

Handle Modeling

I will add a cube – moving and scaling it to the proper place for the connector piece

In edit mode, I will continue scaling the connector piece

I select the top side edges and bevel them to round out the top

I will merge the two center vertices

Lastly, I check to make sure the normals aren’t flipped

I select the bottom face and extrude it to start forming the hilt

I then select the two side faces and use E + ALT S to scale them along the X-Axis

In object mode, I right-click and choose “shade auto smooth”

I also add a small bevel using the bevel modifier

I add a circle and scale it to the proper size for the handle

I move it up along the Z-Axis until it is slightly inside the hilt

In edit mode, I add a face and extrude it down along the Z-Axis

I add four horizontal edge loops

I move the lowest edge loop toward the bottom of the handle and space the others out evenly

I select all four edge loops and add a bevel

In face select mode, I use E + ALT S, I extrude the faces of these bevels

I then add a bevel to the edges

In object mode, I right-click and choose “shade auto smooth”

Materials

I make sure I’m in material preview mode so I can see my materials

I split the viewport and open the shader editor

I add a new material for the handle

I change the metallic to 1 and the roughness to 0.2

I change the base color to almost black

I now add a second material to the handle for the lighter metal

In edit mode, I select the extrude parts of the handle and assign the new material

I also apply this material to the hilt

I add a new material for the blade

I change the metallic to 1 and the roughness to 0.2

I add a gradient texture to the base color

Using the node wrangler add-on, I select the gradient texture node and use CTRL + T to add a mapping and texture coordinate node

I change the coordinate node from generated to object

I change the Y-Rotation to 90-degrees so the black is on the bottom of the blade

I also change the X-Location so the black is taking up less of the blade space

I add a color ramp between the gradient texture and the principled shader

I change the black color stop to a mid-gray and the white color stop to a light-gray

I also change the interpolation to “ease” so I won’t have hard edges on the material

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