I am trying to recreate Ekkos sword from League of Legends. I've got most of the modeling done but I am completely stumped on making a blade that looks good. I've tried smoke sims and volumetric emissions. Open to any ideas. I've attached my work(first) and the blades I am trying to recreate after. Open to any help. My work End Result End Result

  • $\begingroup$ That is a pretty good looking sword. So I have seen the reference image you have given and the only problem I see is with the texturing, also, a little bit of modeling. I would say to use a different texture. The texture from the image is emerald-cyan or something like that, but your rendered sword is having more of a sky blue texture. I will recommend this texture I found :![enter image description here](i.stack.imgur.com/dQN6U.jpg) For a much better effect. Use the emission section in principled bsdf and set it to something like 0.345 and the co $\endgroup$ – Aster17 Feb 5 at 4:20

This is my take on it. Of course you could tweak the colors a little so that they look better. I've used a 4D Voronoi Texture for the main structure, this way you can animate the W value to have some floating energy effect.

enter image description here

  • 1
    $\begingroup$ thanks so much for the help. I never would have thought of that $\endgroup$ – Chris Howe Feb 5 at 23:56

You could try giving it a material like this:


The first thing I did was warp the object vector using a Noise Texture to help give the rest a bit more of a "swirly/smoky" look. Next, I used this as the input vector for another Noise Texture (to make it extra distorted) and ran the result through a colored ColorRamp.


For the "energy bolts", I used the same warped vector as the input for a Voronoi Texture set to Distance To Edge. I inverted the result and clamped it with a ColorRamp to make the "Lightning" stand out I then mixed this with the colors using a MixRGB node set to lighten to have good control over how much lightning is added (too bright looks fake):


If you want to soften the effect overall (looks even less fake), you can mix the final result with fitting, solid color. Finally, I suggest running the result through an Emission Shader with the strength turned up a bit. Don't forget to enable Bloom to make it glow:


  • $\begingroup$ thanks so much for the detailed explanation. Really made me rethink what I know about the node system $\endgroup$ – Chris Howe Feb 5 at 23:56

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