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Travel through a beautiful, fictional rendition of the 16th century of Feudal Japan. Choose between four types of warriors as you learn to master intuitive, directionally-driven swordplay while also choosing unique abilities to ensure victory over your foes. Join your friends in an immersive multiplayer campaign across Japan in pursuit of either preserving the peace and honor of the Emperor or bringing on chaos and death by playing across four different game modes with different objectives and strategies. Whether you prefer the blade wielding Kenshi or Naginata Samurai, the range and precision of the Samurai Archer, or the deceptive Ninja, the options are vast and the battles fierce.

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Add media Report RSS Yamai Clan Weaponry (view original)
Yamai Clan Weaponry
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SinKing
SinKing - - 3,119 comments

Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.

I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.

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Description

Some early renders of new weapons in the works by one of our Character/Weapon Artists, Gabe Fronza