Ok. Both are on media fire. Here's the blender model of the knife:
http://www.mediafire.com/?3nhqm0x2idj and here's the link for the texture url:
http://www.mediafire.com/file/zzczlzmzkzn/ (
Edit:ps sometimes when I load and image with the file name in the sharing url, the link won't show in the message but if you copy-paste it into a browser it should work fine, so for the moment I tried deleting the file name from the URL
EndEdit). Tell me if the image URL doesn't work, I was confused a little about the sharing url for that. Also, I just want to test something:
Hey, cool! I didn't know pictures loaded onto media fire would have their own image adresses! At least I have solved the image issue of mine ^^ (though the image does look a bit blurry - I'll just get a photobucket account later). Though just a tip and a question. The tip is on the knife the top of the blade looks round, when it should be flat, and the handle sphere things should be a little more smoother. Though that is quite 360 polys on that knife. And the question is about how you made the knife. Is it all one mesh, or a few meshes inside the edit mode of the knives overall mesh? I think the answer to that makes a difference. Also, I think the serattion would account for the most of the polys, so later, (as in the next weekend) I'll take the knife and remove the seration, and than tell you about the poly count. I'm guessing still that the poly count will be around 1500-2000 or so if I do remove the seration, so if that happens I'll just take screen shots of the knive's side view and front view, and then use those images as image backgrounds and remake the exact same knife except with a (what I suppose to be startling) low polycount of triangles, (or at least a lot lower).
EDIT: I just took another close look at my model, and stupid me,
I realized the handle was a big contributer to the poly count (It accounted for about 1600 of the 3600 polys!). That, and the seration accounted for another 1500 polys, so when I deleted them both (I just deleted them to see the poly count and then undid them via ctrl+z back) the poly count went from 3590 polys (all triangular) to 578! All I did was delete the seration and the handle, and about 3000 of the polys were deleted. (Lol, I assume I should make more practice 3d models to get the hang of using as low a poly count as I can

). I didn't notice that the handle would have a high poly count until I was going through the knife's edit mode to look at the seration, when I realized that the handle had too many lines (faces) from the triangulation of the faces. Instead, next weekend I'll just remove the handle and seration permanantly, edit the blades mesh to cover the seration's location (after I delete it), and make a new handle, somewhat like yours except a bit smoother. I'm still a bit surprised about the handles poly count being higher than the seration

. Oh well, and thanks for the intel about the poly count of a normal knife! At least now I have a grasp (somewhat) on a good poly count. And also: your knife is missing some of the key points in my knife... actually one of it. The edge of the blade. That sharp part is what makes the knife look kind of nice, you should add that and it shouldn't account for more than 30-100 faces/triangle polies. and also again, I'm not saying your knife is bad, actually I'm assuming you made that knife by looking off of mine. Thats actually great work for that, for my knife was modeled after an m-9 bayonet. I found a picture of it on the internet, saves it, and used it as a background image in blender to trace the knife by. That is why the sword and the knife have different qualities: the knife was traced while the sword was just my imagination, which is why the knife's quality looks better. That's also where the seration came from. I assume that without the seration the knife will still look good, not as great, but good

. I'll also try to fix up the blade a little to remove a portions of the polies, so my goal is to get the knife to a poly count of 300-700 polies. And also also also, I'm starting to see signs about what you said that professional games use as low poly as posssible. When I think about it, I don't see seration on knives or anything that looks like it uses many faces. And that when I realized you were also right about the normal and bump mapping thing. If you take a game like halo, you can see parts of the game that use bump or normal mapping that make the objects in the game look quite high poly. I feel calm, but I can't do ANYTHING until the next weekend, when I'm not that busy. And lastly, about the texture not loading in dbp, all I did was
Load object (the sword), object number (1)
Load the image (texture), image number (1)
Texture object 1, 1
There were other lines of code in the program, and the program ran just fine. Everything worked except the swords texture, so I'm assuming this is something wrong in the code. PS, I remembered I have the dark game studio dvd and decided to download GDK, for I knew that sometime (of course, not any time soon) but sometime, will use it, and there was an error in registering the c++ express thing. I sent an email, they'll respond with the answer, and all that. I'm just the type of person that likes having everything before hand, instead of get everything when you need it (for sometimes I can be very, VERY forgetfull). Dang I can talk, and one last question: when you open the UV editor in blender, is there any way to make the editor grid thing bigger along with the UV mapped meshes (the meshes I can just scale, its the editor I'm curious about).