How to make a realistic dagger with Blender 2.8+!

Hello and Welcome! In this tutorial I’m going to show you how to make a simple but realistic dagger in Blender 2.8 and import it to Roblox.

This is the model we will be trying to make, you can use this as an inspiration image (this is one of my older models). I won't cover up the texturing and the groove in this tutorial.

Firstly, open Blender 2.8 and choose general.

Then, you can select your light and camera and press H on your keyboard to hide them, but this part is optional.
After you do that you should be left with only your default cube.
Now, scale your cube in the Z axis (S then Z) until you’re happy with the length of your dagger blade. Then, scale it down in the X axis (S then X) until you’re happy with the thickness of your blade. By doing the same thing you can change the size of it in the Y axis too (S then Y).

If you want to have a result like my model, the scale of my blade is this.

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Now, you should be left with something like this (if it looks so different that you think that you did something wrong, consider checking everything again):

At this point we can start giving our blade some shape!

Now, go into edit mode by pressing on tab on your keyboard and add some horizontal loop cuts by doing Ctrl + R. I added 8 horizontal loop cuts. Now, enable proportional editing by pressing on O on your keyboard or by clicking on the circle with a dot inside of it* that is under the animation tab. Now, enable face selection mode image and select the top face of your blade*.

Now, change the size of the proportional editing with scroll on your mouse and then, scale the top face to 0.

The circle with a dot inside of it

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Top face of your balde

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Now, you should be left with something like this (if it looks so different that you think that you did something wrong, consider checking everything again):

At this part I will explain how to sharpen your blade!

Let’s start with sharpening our blade! You need to add 2 vertical loop cuts now (Ctrl + R), the blade will start getting sharper as it goes near the end.

After you add the loopcuts the balde should look like this in edit mode.

Now add one more loopcut in the middle and scale it up in the X axis. I scaled mine 1.6 meters.

Now select the faces on the sides except the last bottom face on both sides and scale them down to 0 on the X-axis. Make sure to disable proportional editing. It should look like this now.

At this point we’re nearly done!

Now go on the "Modifier Properties" and click on "add modifier".

Now, add a subdivision surface modifier and increase the viewport value or keep it at 1. Increasing it is optional. I increased mine to 2 but keeping it at 1 will be better for your games optimization.

Now, add a loop cut at the bottom and move it as down as you can like this.

At this point, you should be left with something like this. Now, go back to object mode by pressing on tab and apply your modifier by clicking on Apply. After you apply the modifier right-click on your blade and click on shade smooth.
Well done! You have finished the blade. Now I’ll show you how to do the handle.
This is how it should look at this point.

Now, I’ll show you how to make the handle!

Firstly, move the blade upon the Z axis until the bottom of it is at ground level (0 Z). So, I moved mine 5 meters on the Z axis as my blade’s height is 5 meters.

Now, add a cylinder. Then, move it down 1 meter at the Z axis and you should be left with something like this.
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At this point, you’ll give a shape to your handle and it’s so easy!
Firstly, scale the cylinder down at the Y and X axes with S then Shift+Z and scale them down or up until you’re happy with the thickness of your handle. Then, scale or move the cylinder down or up until you’re happy with the position of the part of the handle that the hand is going to be on.
Now, we will add bumps that stop the hand from slipping off the handle at the tip of the handle.

Now go in the edit mode and add a loop cut at the middle of the handle and scale it up a little bit, I scaled mine 1.1 meters.
Now, go in the face select mode and select the top face of the cylinder, and press E on your keyboard to extrude it, then, scale it up and that’s how you make that bump. Do you remember that you can scale them on just 1 axis by doing S then X, Y, Z on your keyboard? This will help you a lot in giving it the right shape while you’re doing the bump.

This is how my upper tip looks after I extruded and scaled it.
A quick tip: You can select a whole loop by holding onto the Tab button on your keyboard while you’re clicking on the loop when you’re in the edge select mode.

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Now, do the same thing on the bottom tip! You’re free at this. You don’t have to make it look like mine.

This is the end result with my handle.

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At this point, you should be done with your handle and we’ll make it smooth now.
Now, go to the modifier properties tab and click on add modifiers and add a subdivision surface modifier.
A viewport value of 1 should be enough for the handle.
Now you can add some loop cuts on the edges that you don’t want to be smooth. I added one at the end of the top tip and one at the start of the bottom bump.
Now, you can go to object mode by pressing on tab on your keyboard and then, apply your modifier by clicking on apply.
Now right-click on your handle and click on shade smooth. You can scale it at this point to make it look better.

This is how it came out for me.

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This is the result I got on the dagger I modeled when I wrote that tutorial! You can make something better if you add your touch and focus on it.

We’re done with modeling the dagger!

Now, I’m going to show you how to import your dagger to Roblox!

Importing your model to Roblox.

Firstly, click on file image on the top left corner. Now, hover your mouse on export and choose .FBX (.obj doesn’t work in this case as it exports the mesh in 1 piece).

Now, you should be able to see the file in the place you exported it to.
At this point, you can open Roblox studio and you need to go onto the View tab, then, open Asset Manager and click on the Bulk import button.

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Now choose to find and select your model and now, you should see the Mesh Import Options screen.
Leave the settings default.
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And click on apply. If you get any errors, try to bulk import your model again and it should import with no problems. After the importing process is finished (it will say completed), a recently added tab will open.
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Now, right-click on your model's name and click on "insert with location" and do the same thing with the other part.

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And, if you did everything right your dagger should be imported to Roblox!

That’s it! You have modeled a dagger in Blender 2.8. and imported it to Roblox!

If you have any questions leave them as a reply and I’ll try to answer them as soon as possible.

Consider leaving a like if this tutorial helped you and consider checking out my Twitter to see more of my creations and get reminded if I make any other tutorials.

I hope this tutorial helped you! Have a great day. ButterrDev.

25 Likes

Dang, this is super useful. I could really use this for my upcoming game. Thanks for the tutorial.

1 Like

I’m really happy to hear that! I’m glad it helped you and you found it useful.

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Very detailed, much appreciated. Thank you for taking the time to make this for all of us.

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Haven’t ever thought of using blender before, but I’ll try using this tutorial and see how it goes, thanks in advance for the help.

I’m glad you found it useful! I’m really happy to hear that.

You should try Blender! Making meshes on it is really easy after you learn the basics. I’m glad you found it useful!

Update: I added a part explains how to import it to Roblox!

I have blender 2.81 but thanks, this seems like a good place to go :smiley:

You should get the same result with Blender 2.81! I kept everything as simple as possible, and I tried to focus more on teaching the basics rather than modelling the dagger. I’m glad you found it useful.

1 Like

I’ve only read it through, I’ll probably finish it later today.

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Thank you for trying it! I’m pretty sure you’ll get a better result than me :+1: