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.
We recently finished integrating the Samurai Archer for both clans. This is our current character lineup we're working on designing and building features for.
It would be nicer, if the archer would actually grab the bow when he's holding it. He's not exactly asian looking either, but I think that won't be much of a problem in-game.
If I might suggest: please don't use red/green as a color contrast for your teams. People who are colorblind cannot keep them apart and it is just as easy to use a combination of e.g. yellow or blue with red. Textures are looking good but a bit uniform. I'd work some more on the specular map or as Unreal has it now: roughness map; to separate cloth and hardsurface a bit better.
Thanks for the feedback SinKing. We have a red/green colorblind member on our team, and we are re-assessing our color scheme for the Yamai Clan (I really doubt we'll ship with it as it is now).
The Archer will likely be revisited before release as well as the direction and execution for the character are quite different, but he turned out pretty decent with that considered.
Care to elaborate? We are using new PBR-style materials to drive metals but I haven't dove into Roughness maps yet and I do think the material needs some tweaks (esp. for skin too).
The roughness and specularity look more or less the same on most pieces. These protectors have some fish scale pattern, so I guess they must either be wood or actual scales and should be glossy to the point of looking metallic. Maybe try masking some materials.