Figured I might as well complete the set... although the sword should probably be thicker.
Learned something in the process: if you make a one-handed model, make sure to give it the e_TextureNormal0 property, even if you're just gonna leave the value blank. If you don't, weird, tenacious interference patterns will show up when another model appears in the other hand. Not nice.
Texturing remains the tough part of all this. Baking normal maps that a) aren't impossible to notice and b) don't make details look kinda off (like in the third pic -- no idea why it's cutting a "V" through the lower sections) is tricky too...