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Tonny

I think the beastmen look unique. I don't know if I prefer them to GW or AoW. We will see. I completly understand that you want to do something else, but I think a big group of your patrons are here for the elves and the humans. If you are only a painter, you don't mind that it takes a very long time to have a full army roster that is playable. But if you collect an army to paint and play with.. it takes way to lo long. I.e the county of Neverra release. At this rate it will take years before there is a playable army released. I much prefer how Highland miniatures does it, which results in a complete army in less than a year. I love your mini's, but for army building it just goes to slow.

lastswordminiatures

These are very different approaches. Highland seeks to make playable armies very quickly. We strive to make the best ranges, and in an intensive way. I don't think there's any other brand on the market that already has 3 or 4 units of archers, as many spearmen, or 5 or 6 dragons like we do, just to give some examples. And that's not even counting the Wood or Dark armies. But in order to create extensive ranges, you need concepts to settle and mature. You need to gain perspective. We could sculpt an army in 6 months, but many more pieces would be repeated, the approach to all units would be more similar, and overall the miniatures would lose richness. Also, often when we can show you things, they have been sculpted for some time, and the ability to react to your comments is more limited. This also allows us to adapt to your comments with a bit of lag, but it's easier to take you into account than if we were going at a very fast pace in a single project. For us, making miniatures has always been a marathon, not a sprint. I could tell you, for example, that it's rare to find a Highland miniature where the clavicle of the waist and hip are misaligned. Usually, Highland only touches the joint when posing. We work on all three axes. Something as simple as that creates a lot of naturalness in the body, but it requires much more time for each pose. That's why Highland has 1-2 people sculpting, and we have 3-5 at Lastsword. Every decision has a cost, and usually, it's time.

Tonny

Oei, I didn't meant to make this a Highland vs LS thing. For me the HL release schedule makes more sense. The thing about axes, that Highland only uses 1 axe and LS all three. This is like chinese for me. I like the Highland mini's and how the fit together as unit. So don't really see the benefit of 1 or 3 axes for unit building. That said there is no other creator that has given his patrons so many beautiful dragons and griffons. You truely rock with your ridden monsters and elves!

lastswordminiatures

Allow me to say that I personally do not consider this conversation as a confrontation, and in fact, I think it is interesting to sometimes teach you these things. And what I told you about the axes, I said it about Highland, but I could have told you about the GW multicomponent as well. And that's the reason why it's more difficult to make our miniature modular. As soon as you alter one axis, all the biomechanical equilibriums change, and the other axes will act to balance the weight. But if I wanted to cut the figure at the waist, not all the pieces we would give you could be combined, as they would function at different equilibria. And, as you yourself have said, it might sound like Chinese :) and it takes some idea of anatomy to be able to assemble it correctly. Here's an image where you can see the topic of axes illustrated. I picked these minis because they don't have torsion, which would add another layer of complexity. https://www.dropbox.com/s/704xra0zha4emwr/axis.png?dl=0 In the official Highland miniature, or any GW multicomponent miniature, when you put your arm up, the clavicle remains parallel to the ground. But if you lift your arm, one shoulder will go up with it, and the other will go down. That creates an imbalance in the body, which the waist and hips will compensate for together. And it will produce compensatory misalignments. That's what you can see in our banner. Additionally, we can add how weight is distributed in the legs. Usually, one leg will receive more weight than the other, and that leads us by inertia to what the Greeks or Renaissance called contrapposto, which makes the mini, even though it's still, not look like a robot. On the other hand, in minis where the axes remain parallel, weights cannot be distributed naturally, and it leads to somewhat strange postures in the legs. They are not natural due to the locking of the waist and clavicle. Ultimately, following correct or simplified biomechanics determines whether you can make a multicomponent cut or not. Style is sometimes generated in small decisions like this, which start to have consequences. And in time, it's a bit like I was saying. If I set out to make an army in a year, then I have the initial references-influences plus the few that I can acquire in that year. On the other hand, if it takes six years, the richness increases exponentially. If you look at our first elf miniatures, it's very clear. There are paths that we have strengthened, paths that have been set aside, and others that open up with each release and bring the army to life. In a year, it would have been impossible for us to give that diversity to the army An army is a lifetime project, and that's why we don't want to rush it. We want it to be the best job we can do. We know that you all have hundreds, if not thousands, of models to print and paint. We want our miniatures to make your choice difficult :) And the price is time.