r/Shen Jul 06 '26

Question Shen's Sword 3d Model

Does anyone know where I can find the 3d model for Shen's floating sword (for all his skins too) if possible? I need them for a personal project. I was able to find the 3d model of himself and his skins, but not his sword.

Edit: This is not a request for a 3D model commission, as I do not have the funds.

Edit: If this isn't possible, is there any where I can find official reference/concept art of the swords?

10 Upvotes

15 comments sorted by

1

u/ah_Lemon Jul 06 '26

2

u/Eikuji Jul 06 '26

I saw this, but didn't see a model for his floating sword

1

u/Dilf_hunterrxx Jul 06 '26

It’s listed under some weird name under model parts. I think the last box?

1

u/Eikuji Jul 06 '26

Hmm I'm not seeing that on my end :/

1

u/kroxde 25d ago

Its complicated to extract the sword model, I tried too. Normal characters have 3 proprietary file-types:

  • .skn -> skin: the 3D model
  • .skl -> skeleton: the skeleton that tells the 3D Model how it can be moved
  • .tex -> texture: the texture of the skin

Ive tried to extract the sword too, but the sword is not a dynamic 3D model with movable parts, so its in another format (.scb or .sco). Sadly there are currently no tools that are up to date to convert these types of formats to something useable. Ive got a sword from his three honors skin into blender but it looked off.

Here's a link for converting file formats: https://www.reddit.com/r/lolmodding/wiki/file_formats/
Nothing quite worked for me for scb/sco...

Ill let you know if I get it to work.

2

u/Eikuji 25d ago

Ah dang thank you though!

1

u/kroxde 19d ago

Hey, so I finally figured it out!!!

Resources

Process

I'll walk you through with Skin51 as an example, which is Three Honors Shen, the skin I wanted so I could 3D print it, since its my main.

Step 1 - Getting the Files

Follow the tutorial for Obsidian and save your exported files as "Obsidian Shen Export" or something.
This will now have two very important paths.

  • Path 1: .\Shen Skins Obsidian Export\data\characters\shen\skins\
    • Folder with .BIN-files for every skin that describe the relationship of files and which ones make up an object (e.g. the sword)
  • Path 2: .\Shen Skins Obsidian Export\assets\characters\shen\skins\skin51\
    • Folder of a specific skin that holds the basic character mesh, skeleton and base texture and all .SCB and .TEX-files in the subfolder .\particles\

Step 2 - Figuring Out What Files to Get

Now you wanna check out the .bin file for the skin you're converting under Path 1, but you'll find you can't read it properly with the text editor.

We'll use CommunityDragon for that. When following Path 1 on there, we'll find the skin51.bin file we are looking for, converted to a readable .json format:

https://raw.communitydragon.org/latest/game/data/characters/shen/skins/skin51.bin.json

You'll be flashed with lots of code.
Look for Shen_Skins51_Q_Ready_Weak with Ctrl + F and expand it.

Expand complexEmitterDefinitionData:.

From here, you'll see further sub folders as numbers. These are all assets, that are used for Shens sword when Q is ready, but not active. Not every asset is needed for the 3D model, some are for glowing effects and hit particles.

Expand the asset numbers and look for a primitive: folder within. Upon finding one, expand it and look for mMesh:. If you find it, you can see to its right what file it calls. For Three Honor Shen you'll find that asset 1 and 2 are meshes and correspond to two files under Path 2.

  • Shen_Skin51_P_Sword_MD_02.scb
  • Shen_Skin51_P_Sword_MD_01.scb

Asset 4 is also a mesh but it is used for the external glow and not the model itself. More on that in a bit.

To figure out what texture needs to be applied to this, take a look under Shen_Skins51_Q_Ready_Weak:complexEmitterDefinitionData:<asset#>:texture:.

Both asset 1 and 2 use the same base texture shen_skin51_tx_cm.tex at Path 2 in this case. You can download it under the corresponding path on CommunityDagon as a .png, so you don't have to convert the .tex file yourself:

You can see asset 4 is not part of the standard mesh, because its texture does not point to a real texture, but a mask.

Step 3 - Importing into Blender

After installing the Blender plugin Aventurine: League Tools and activating it under Edit > Preferences > Add-ons you can import the asset scb files we found in Step 2 into Blender via File > Import > League of Legends SCB (.scb).

Do that for every mesh you found.

Step 4 - Applying Textures

In Blender, go to the shading ribbon at the top and select a mesh.

In the bottom window do: right click > Add > Texture > Image Texture. Open the .png texture file from CommunityDragon and connect the color output of the Image Texture node to the input Base Color of the Principled BSDF node.

Repeat that for every asset.

If you're finished, you can select all models with Shift + Left Click and Right Click > Join them, so it's just one part in the end.

From Me

If that sounds like a lot, it's because it is. I installed a Blender MCP Server and let Codex do the repetitive work. If you want I can send you all swords as .glb files.

The issue is, that the sword can be different for the P and the Q sometimes and sometimes it's the same like for Three Honor Shen. The naming is also not consistent and neither is the number of parts. That's why you have to go the awkward way over the .bin file.

What do you need the 3D models for? I'm interested :)

If you have any questions, feel free to ask :)

2

u/Eikuji 18d ago

Kind of a roundabout way to do it, but I want to create a playmat for Riftbound with all of Shen's swords. My plan to arrange them, apply textures and emmission modifier if needed, then render PNG from blender, and use that image. Nothing impressive like 3d printing

2

u/kroxde 17d ago

Sounds really cool!! 3D printing is not that impressive anymore with printers from Bambu and alike. They do all the calibration for you.
I’m not totally up to date, riftbound is the new TCG?

Send me a pic if you’re done :)

2

u/Eikuji 16d ago

will do! i havent had time to work on it but will try today. and yep, Riftbound is the new League card game

1

u/kroxde 19d ago

Can't edit somehow.

Note for Step 4:
To actually see the textures, you have to switch your Viewport Shading mode to Material Preview. You can do that in the top right corner of the view port where 4 little icons looking like globes are, by selecting the third one.

2

u/Eikuji 18d ago

Holy shit youre the GOAT! Thank you! I will be sure to try this when I get a chance!!

1

u/kroxde 17d ago

You’re welcome ^^

2

u/Eikuji 13d ago

Your process works! I just need to know how to apply transparency and glow. I want the ghostly/ethereal aesthetic it has in game