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  Hail Mighty Readers and Rollers of the Maths Rocks, We love to interview people in the TTRPG scene so if you are in one of the following r...

Showing posts with label Miniature Creation. Show all posts
Showing posts with label Miniature Creation. Show all posts

Tuesday, 2 June 2026

MONTHLY MINIATURES: Sci-Fi: Void Elves: Quantic Storm - Heroes Infinite and Raging Heroes

 





Hail Mighty Readers and Followers of the Luck Gods Maths Rocks,

Our friends at Heroes Infinite, have brought more delightfully delectable Sci-Fi Miniatures for those seeking to have some alternate Space Elves to their collection either as alternatives or as replacements for their wargames/ttrpgs. (Titled Void Elves - Quantic Storm.





As usual they are beautifully sculpted with many of them delightfully grabbing your attention with the way that their ethereal beauty comes across.


And in addition to this there are so many additional options from their Earth Furrow Archers (wonderful alternates for the Warhammer Old World Peasant Levy, heroes like Shenquan who can lead the archers as well as, depending on which level of Tier you pick, fabulous options like their Jalong Cavalry, Hangzuan Guard, Hu-zuan Marauders.




As usual there are three price tiers and this is what you get under the Leader Tier ($10)
9-10 Heroes
3 Dynamic Troopers
1 Epic Centerpiece
14+ Scenic Bases
2 Monsters

Whereas if you take out the Overlord Tier ($16) you will get in addition to the above:
Additional 15-20 new Troopers to create 5 different units
Exclusive alternative versions of Heroes and Monsters
Mind-boggingly extensive Modular / Scatter Terrain
Exclusive additional models for our Heroes Infinite Overlords, such as Mounted Heroes, Monsters, and more.


Finally there is Sovereign Tier ($24) where you'll also get:
Additional 15-20 new Troopers to create 5 different units
Exclusive alternative versions of Heroes and Monsters
Mind-boggingly extensive Modular / Scatter Terrain
Exclusive additional models for the Heroes Infinite Overlords,
such as Mounted Heroes, Monsters, and more.
And on top of this, you ALSO get 40+ models:
Additional 30-35 new Troopers to expand 6 existing units
Exclusive alternative versions of Heroes and Monsters
Exclusive additional models such as Mini Dioramas and more.
BONUS: Get special discounts up to 71% off past collections (until end of month)

Each tier is pretty fab and we also wanted to link to their YT vid where you can see the full range for your money.

We hope you'll love these as much as we do.  The biggest problem with these though is how you manage to achieve that opalescent style of painting as seen in the YT presentation video, if we figure it out or find a relevant YT video we'll post it here for you.  


All the best,


ThunderMouser


Saturday, 11 April 2026

MINIATURE CREATOR INTERVIEW: Ramon - Highlands Miniatures


e've been very lucky recently and managed to get some time with Ramon from Highlands Miniatures (who make STL files each month), he was kind enough to answer some of our questions and we wanted to feature them alongside their fab mini's for people to be able to see what fab alternates there are out there for all sorts of Wargames.


Here we present his answers and of course some images of those very mini's that we've fallen in love with.


TP:  How do you work out which themes to create pieces for?

RAMON:  At Highlands Miniatures we let our subscribers decide through a poll. Our Patreon community is at the heart of everything we do, so it makes sense that they have a direct say in what gets sculpted each month. We'll typically put forward a selection of fantasy armies that fit within the universe of third-party tabletop games and then our subscribers vote on what they'd like to see next. It keeps the project collaborative and ensures we're always producing miniatures that people are genuinely excited to print and paint. Occasionally we'll also take the temperature of the community through comments and direct messages, which often plants the seed for future polls and campaigns.


TP:   What would you say sells your miniatures to people?

R:  At Highlands Miniatures we focus on a specific fantasy aesthetic rooted in the late 90s and early 2000s, that golden era of fantasy wargaming where designs had character and clarity without being overloaded with detail. It's a mixture of nostalgia and practicality: our miniatures are easy to print and easy to paint, which matters enormously in a hobby where people want to actually finish their armies rather than be intimidated by them. We deliberately avoid the busy, hyper-detailed approach you see in a lot of modern sculpts. Instead we focus on strong silhouettes, readable shapes, and clean surfaces that reward a painter at any skill level. That combination of nostalgic style and print-friendly design is, I think, what keeps people coming back.


TP:  What is the turnaround time from designing a concept to having it ready for printing?

R:  Highlands Miniatures is essentially the work of a solo sculptor, so it's a full-time job on its own, and the time involved varies quite a bit depending on the type of miniature. For an average 32mm human basic troop, you're looking at somewhere between two and three days of work from initial concept through to the final piece. But that's only the beginning, because a single pose doesn't make a unit. You then have to add variations, alternative weapons, different heads, and dynamic poses to build out a full regiment, and that multiplies the time considerably. On top of the actual sculpting, there's also test prints, and the technical preparation of the files for our subscribers. A full monthly release represents weeks of continuous work behind the scenes.


TP:  What is your favourite piece that you've created and why?

R:  After all these years and hundreds of miniatures sculpted, it's genuinely difficult to single out just one piece. But if I had to pick a body of work that stands out, I'd say I'm especially fond of the Sons of Ymir, our dwarf fantasy army. That whole range holds a special place for me, both creatively and personally. We had a fantastic time sculpting those miniatures and exploring the visual language of fantasy dwarves through our own lens.  Beyond the enjoyment of creating them, the Sons of Ymir were genuinely a turning point for us as a studio. They were extremely well received within the community, and that response helped Highlands Miniatures grow and find its place in the miniature gaming industry. There's something very rewarding about looking back at a project and recognising it as the moment things clicked.


TP:  Coming up with a piece is often an idea that gets written into a journal to come back to.  How often do you find yourself working on one piece and another comes to mind, and can you give an example?

R:  The work done for Highlands Miniatures is actually quite structured, because our miniatures have to fit specific army lists to be playable in third-party games, so we don't deviate much from those established frameworks. That said, we're always looking for opportunities to create separate projects alongside the core releases — things like our Kickstarters and our Frontiers projects — and I have a genuinely never-ending list of ideas for future projects that unfortunately never quite find the time to be sculpted.  A good example is how our Fantasy Fillers & Heroes campaigns evolved. We started that series to complete our fantasy armies with heroes and unique characters that were missing from the monthly sets. We're now developing a brand new series called Fantasy Fillers & Markers, dedicated to creating unique baggage trains and objective markers for our fantasy armies. It's a great example of how one project almost always sparks the next, and the journal just keeps filling up.


TP:  What do you think is most inspiring about your miniatures and why?

R:  As I mentioned earlier, I think there's a certain feeling of nostalgia in our work that's genuinely welcomed by our community. For a lot of hobbyists, these miniatures evoke a return to a time when things felt simpler and happier: the early days of discovering the hobby as a teenager, painting your first army on a kitchen table, flipping through old rulebooks and hobby magazines. That emotional connection is powerful, and I think it's what makes our miniatures feel meaningful.


TP:  Where do you see your business taking you in 5 years?

R:  Hopefully Highlands Miniatures will continue creating awesome 3D printable miniatures for a community that loves them, but I'd also love to see us expand into new territories. One direction we're keen to explore is physical production and distribution, moving beyond STL files into other mediums like castable resin or plastic miniatures that people can buy ready-made. We'd also love to develop our own tabletop games, designed around our miniatures and our aesthetic, so that we're not just supplying figures for other people's rulesets but creating complete hobby experiences of our own. The digital side will always be our foundation, but there's a lot of room to grow around it.


TP:  If you were given the time and opportunity to create anything you wanted, what would it be and why?

R:  I've always been drawn to big display pieces: busts, 75mm figures, or even larger display miniatures aimed at painters and collectors. If I had the time, I'd love to move in that direction and really push myself as an artist. Sculpting 32mm miniatures is deeply enjoyable, and there's something meditative about the constraints of that scale: the small size keeps you focused and prevents you from falling into the trap of over-detailing. But sometimes you want a bigger canvas, something that lets you explore character, texture, and storytelling in a more ambitious way. A display piece gives you room to tell a bigger story in a single figure, and that's an artistic challenge I'd love to take on properly one day.


TP:  Who do you admire in the fantasy community and why?

R:  What I admire most is the loyalty and gratitude of the community itself — a community that hasn't always been treated kindly by the bigger companies in this industry. Hobbyists have endured price hikes, discontinued ranges, and a general sense of being taken for granted, and yet they remain passionate, generous, and supportive of independent creators trying to do things differently. That resilience and enthusiasm is genuinely inspiring, and it's a huge part of why projects like Highlands Miniatures can exist at all. Without them, none of this would be possible.


TP:  What got you all into TTRPGs in the first place?

T:  My first introduction, like so many others in this industry, came through the Middle-Earth Strategy Battle Game and Warhammer Fantasy in the early 2000s. As a teenager I also dabbled in some TTRPGs and board games like Descent, but honestly, I've always gravitated more toward the hobby side of the pastime than the gaming side. For me the real joy has always been in the art behind these games, assembling and painting the miniatures, the sculpts… That's the part that stuck with me, and in many ways it's what eventually led to Highlands Miniatures.



Friday, 7 July 2023

INDEPENDENT TTRPG 3D MINIATURE SCULPTOR INTERVIEW: Adam: Twin Goddess Miniatures

When I get to play TTRPG's, when I was younger it was all left to the imagination, however, in more modern times (since my return) I've loved seeing Miniatures that represent your heroes as well as the monsters, making the whole game extra special on a new level and with every passing month, new developments have allowed the average person to own a 3d printer with wonderfully creative 3d modellers creating their own visions that people can download and print themselves.  


I've been lucky enough to get some of Adam's time, from Twin Goddess Miniatures whose own sense of whimsy is winning them fans the world over.  Here we get to listen to his answers to our questions...


Totally Pawsome:  How do you work out which themes to create pieces for?

Twin Goddess Miniatures:  Themes are kind of on a whim, I used to do polls but I felt sometimes themes were picked that my heart wasn't into 100% So now I just do what I want to at the time.


TP:  What would you say sells your miniatures to people?

TGM:  For me my stuff sells from being unique, fun, and dynamic. There are lots of minis out there but being able to get charm into the character means it is more likely to be noticed and purchased.


TP:  What is the turn around time from designing a concept to having it ready for printing?

TGM:  If I'm not distracted about 6-12 hours depending on how much "new" parts I have to make. Armor can slow things down.


TP:  What is your favourite piece that you've created and why?

TGM:  Probably Knox the Goblin, she was one of my first but she set the standard of quality and charisma.


TP:  Coming up with a piece is often an idea that gets written into a journal to come back to. How often do you find yourself working on one piece and another comes to mind and can you give an example?

TGM:  Ideas typically come to me from playing D&D with my friends.


TP:  What do you think is most inspiring about your miniatures and why?

TGM:  Kinda the same reasons as question 2.


TP:  Where do you see your business taking you in 5 years?

TGM:  I'd like to be more popular and working with bigger names on you-tube and streams. Possibly making minis for their shows.


TP:  If you were given the time and opportunity to create anything you wanted what would it be and why?

TGM:  I pretty much already do that lol


TP:  Who do you admire in the fantasy community and why?

TGM:  Just the sheer amount of fun ideas people come up with.


TP:  What got you all into TTRPG's in the first place?

TGM:  Not sure what was the first instance of it, but I've been interested in Medieval Fantasy since I was little and I've been playing d&d for almost 15 years now.

Friday, 28 April 2023

INDEPENDENT TTRPG MINIATURE CREATOR: Isaiah Tanenbaum - Eldritch Foundry


As a fan of miniatures, I'm always on the look out for something special and unique, after all, if I'm going to play a TTRPG I want my character to be not only unique but epically posed as well,  so finding a character like that used to be nigh impossible unless you modded a standard one yourself and it was pretty difficult to do so.

These days, however things have changed and companies like Eldritch Foundry, have brought out a UI where you can create a character from the ground up where heritage gives you variety of species to pick (and future plans to add more) and you can not only dress them according to your tastes but also pose them epically so that your character will be unique not only physically but facially too.


Here we have been lucky enough to talk to their marketing manager Isaiah Tanenbaum about them and where they hope to be going in the next few years...


Totally Pawsome:  How do you work out which themes to create pieces for?
Isaiah Tanenbaum:  It's a combination, really, of a few factors.
First, what do our users tell us they want? We can't do everything -- we're a small team -- but if they're all speaking with one voice that a certain kind of weapon or ancestry needs expanding, we want to be receptive to that. For instance, a LOT of folks have been asking for additional animal ancestries, so we plan to add more animal kin later this year.
Second, each December we look to the year ahead for major releases and events: movies, RPG supplements, holidays, even gaming conventions, and try to match those with thematic releases. For instance, we released a number of class-themed backpacks a few weeks ago, our riff on the "adventuring pack" that is a staple of many Level 1 builds, since we think a lot of folks will be inspired by the D&D movie to kick off new campaigns. There are a number of high-profile TTRPGs coming out in the next few months, and we're working with several of them to line up matching ancestries and equipment to match. And the upcoming triple-hit of a new Fast & Furious movie, The Mandalorian, and Guardians of the Galaxy 3 led us to our upcoming "Space and Speed" pack, which expands on our sci-fi and space offerings with a bit of flair.
Thirdly, our team has their our own priorities and desires! Our modelers are real artists, and we want to let them follow their passions where they lead. If they make something that inspires them, we figure it will inspire our users as well. We have an awesome set of dwarven-inspired armor that our modeler Yuda has been working on for a little while, and I can't wait to share that with folks.
Finally, there are times when nobody in particular is demanding something, but we have an instinct that it's needed in the space. That's how we ended up with our elemental pack, for instance. When these hit, they really hit, because it expands folks' idea of what's even possible with our system.

TP:  What would you say sells your miniatures to people?
IT:  When I came on, I would have said it's our ultra-high-resolution printing (30 microns!), our resin's amazing durability, or our level of design detail, all of which we offer at a much more attractive price point versus our competitors. And that's all true, but what I've come to learn is that ultimately people choose us because of how our minis make them FEEL. When you hold an Eldritch Foundry miniature, the care and detail we took to provide it is immediately evident, and the art style, custom body morphology for different ancestries, and fully-adjustable faces and posing says "this is an epic, mature character that looks like a custom head-to-toe sculpt by an artist, not the result of interchangeable, cookie-cutter parts being pushed against one another and stretched to fit." We believe, and hold ourselves to, the North Star that every miniature someone makes on our site is beautiful, and each design should feel like it's really your own and nobody else's, just like your character is. Otherwise, what's the point?

TP:  What is the turn around time from designing a concept to having it ready for printing?
IT:  It depends on the complexity. A new ancestry, lineage, or pose might take MONTHS, as our team tweaks and prints real-world prototypes and tests and iterates. In the case of our diverse human lineages and amputee options, we also build in time to hear back from consultants from the groups we're representing, on everything from design choices to messaging. On the other hand, a new item might be ready to go in as little as a few weeks. Even then, because of that different morphology, each "soft" item (which adjusts to the underlying figure's form; think clothing, hair, or a new pose) is actually several dozen releases: two each (male and female) for Humans, Elves, Undead, and similarly-proportioned bodies, another pair to cover Dwarves and Halflings, another pair to cover Goliaths, Ogres, and Half-Orcs, and so on. Swords, shields, bases, and other "hard" items (which don't change depending on who you put them on) are a little faster, but still need testing and iterating before we're ready to release them.
Bit of trivia related to the above: as far as our system is concerned, we actually have over half a million individual "things" to choose from. That's on the backend, though; what the user actually sees when creating a character is more like dozens of ancestries and starting poses, and hundreds of items.

TP:  What is your favourite piece that you've created and why?
IT:  The next one! I'm joking of course, but also not. I always want to be looking forward, and thinking about what people could create with our newest release (and they always surprise me, in the best ways).
If you had to ask me what I'm most proud of that's already out, I'd say that our dynamic chain weapons are real show-stoppers. Seeing peoples' faces light up when I demonstrate a flail or nun-chuck that actually swings around in real life is so fulfilling. I feel like a magician pulling off a trick. I also think the "flying books" base effect is just super cool.

TP:  Coming up with a piece is often an idea that gets written into a journal to come back to. How often do you find yourself working on one piece and another comes to mind and can you give an example?

IT:  I'm not a modeler myself, I'm just the guy asking the team "hey, wouldn't it be cool if we could do X"? And then they tell me why I'm an idiot and that can't happen, or what it would take to do it. Or, every now and then, they say "yeah sure, we can do that."

One thing that's been a big lift for us, much requested, has been creating poses with one or more feet off the base. We've wanted to do it for a while, but it took some significant work behind the scenes to make it possible -- everything from changing how we store bone data to creating soles for every. single. shoe and boot to testing the poses to see whether the figures would even print -- and only then could we even consider creating and releasing the poses. As I write this, we are nearly ready to release the first batch of these, which we're calling "epic poses", but it's been the better part of a year with us chipping away at it while also releasing other new features that upend our system a little bit less.


TP:  What do you think is most inspiring about your miniatures and why?

IT:  The care that we take. I'm constantly amazed by the work our team puts in making sure each release is not only epic and cool, but looks good (and holds up) in the real world. Yes, it means our pipeline is a little slower than it otherwise might be, but ultimately every single thing we put out is the result of hours, days, weeks, and months of intense care by real artists. I think you can feel that when you hold one of our miniatures in your hand.


TP:  Where do you see your business taking you in 5 years?

IT:  There are certainly a number of features we want to tick off: pre-colored miniatures, additional ancestries and lineages, better body diversity, more female clothing options, native VTT support, and so on. But in general, the most important thing about our five-year plan is increased market awareness. We don't need to be the biggest kid on the block -- there's actually a certain freedom to being the Pepsi instead of the Coke of the custom miniatures game -- but I would like more folks to know about our product and make a fully informed choice about who to go with. Hopefully, this interview helps! 🙂


TP:  If you were given the time and opportunity to create anything you wanted what would it be and why?

IT:  I mean, I have a toddler and another one on the way. I'm pretty excited about creating THOSE, but after that, if I had infinite time I'd say I'd just like to be able to get an in-person game going. I miss making stories with my friends! But, see above re: one, soon two kids under the age of three. Not exactly prime time to make a regular game night happen!


TP:  Who do you admire in the fantasy community and why?

IT:  I admire anyone and everyone who is putting original work out there into the world. I come from a theater background myself, and so I know full well that the act of making yourself vulnerable by creating is really hard, but also the most human and necessary thing any of us can do. I'm also in utter awe of people like Kobold Press (our partners in Tales of the Valiant) who saw an issue in the TTRPG community and are moving mountains to provide a product that will probably not bring them a whole lot of income, but is super needed.


TP:  What got you all into TTRPG's in the first place?

IT:  I think my first game was a GURPS campaign in sleepaway summer camp in between eighth and ninth grade. The idea that you could just make up a story that was also a game was so thrilling. We spent every free moment (and more than a few meals) smashing goblins and having a ball of a time. I've never looked back.