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Sunday, June 02, 2019 - 01:24 AM UTC
Three new Wafen-SS figure sets are now available from Alpine Miniatures.
  • 35268 MG Team 12 SS "HJ" Set
  • 35267 Ammo Carrier 12 SS "HJ"
  • 35266 MG Gunner 12 SS "HJ"
All the above were sculpted by Taesung Harmms. Boxart by Jaume Ortiz Forns
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AGREED... I'll pass on these two thugs...
JUN 04, 2019 - 01:33 AM
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JUN 04, 2019 - 03:34 AM
Excellent and detailed review. Good luck with these and your other figures. For those who seem to wish to impart their knowledgeable business advice to Taesung, maybe its time to start your own figure business and show him how it's done as he's clearly unsuccessful and won't go very far
JUN 04, 2019 - 05:25 AM
I completely understand the concept of using extreme limb movement to depict action and intensity, I doubt there's any of us here who don't understand this. When it comes to accurately depicting combat scenes, I have to respectfully disagree with this method. I honestly think it's one of the worst ways of conveying action within a combat context. It can be done, but I think it risks breaking the cheapening the scene. When soldiers come under fire, the pucker factor is beyond words. I know you know this, and as a result, soldiers make themselves as compact and tight as possible, it's a natural and almost involuntary response to the supersonic cracks. You stuff yourself into your helmet. As far as limbs go, when running, human legs don't spend a lot of time at that apex extension of the stride, there'd be a lot more hyperextensions and breaks if we did. A model scene is a static snapshot just like a photo or painting, and this is why the majority of combat photos don't show that ridiculous arm and leg flailing some figs suffer from, bless their hearts. That tone may work for certain things but I don't think it could be further out of place than a diorama, that's just me. I've seen a few that end up being unintentionally funny due to that syndrome. I haven't seem a single Alpine figure that suffers from that Hollywood "get to the choppa" style exaggeration. having said all this, these are only my thoughts and above all else, everyone should build what they want, how they want and have fun. Above all else.
JUN 04, 2019 - 09:14 AM
Excellent and detailed review. Good luck with these and your other figures. For those who seem to wish to impart their knowledgeable business advice to Taesung, maybe its time to start your own figure business and show him how it's done as he's clearly unsuccessful and won't go very far [/quote] Tips will always be, we are buyers and we want to see new and not monotony !! I write what I see lately monotony in the work and everything .. There used to be figures that go, now Taesung makes a monotony in the rack .. I want to see people sitting, walking, medics, pilots, sailors !!! Is it bad when we buyers want to see something new ???? And we see that they are again in sorrow
JUN 04, 2019 - 06:40 PM
I completely understand the concept of using extreme limb movement to depict action and intensity, I doubt there's any of us here who don't understand this. When it comes to accurately depicting combat scenes, I have to respectfully disagree with this method. I honestly think it's one of the worst ways of conveying action within a combat context. It can be done, but I think it risks breaking the cheapening the scene. When soldiers come under fire, the pucker factor is beyond words. I know you know this, and as a result, soldiers make themselves as compact and tight as possible, it's a natural and almost involuntary response to the supersonic cracks. You stuff yourself into your helmet. As far as limbs go, when running, human legs don't spend a lot of time at that apex extension of the stride, there'd be a lot more hyperextensions and breaks if we did. A model scene is a static snapshot just like a photo or painting, and this is why the majority of combat photos don't show that ridiculous arm and leg flailing some figs suffer from, bless their hearts. That tone may work for certain things but I don't think it could be further out of place than a diorama, that's just me. I've seen a few that end up being unintentionally funny due to that syndrome. I haven't seem a single Alpine figure that suffers from that Hollywood "get to the choppa" style exaggeration. having said all this, these are only my thoughts and above all else, everyone should build what they want, how they want and have fun. Above all else. [/quote] I do not understand what you wanted to convey and many words dear friend !! I will repeat if you are in a tank ??! I'm talking about the monotony in recent times at Taesung !!
JUN 04, 2019 - 06:44 PM
I completely understand the concept of using extreme limb movement to depict action and intensity, I doubt there's any of us here who don't understand this. When it comes to accurately depicting combat scenes, I have to respectfully disagree with this method. I honestly think it's one of the worst ways of conveying action within a combat context. It can be done, but I think it risks breaking the cheapening the scene. When soldiers come under fire, the pucker factor is beyond words. I know you know this, and as a result, soldiers make themselves as compact and tight as possible, it's a natural and almost involuntary response to the supersonic cracks. You stuff yourself into your helmet. As far as limbs go, when running, human legs don't spend a lot of time at that apex extension of the stride, there'd be a lot more hyperextensions and breaks if we did. A model scene is a static snapshot just like a photo or painting, and this is why the majority of combat photos don't show that ridiculous arm and leg flailing some figs suffer from, bless their hearts. That tone may work for certain things but I don't think it could be further out of place than a diorama, that's just me. I've seen a few that end up being unintentionally funny due to that syndrome. I haven't seem a single Alpine figure that suffers from that Hollywood "get to the choppa" style exaggeration. having said all this, these are only my thoughts and above all else, everyone should build what they want, how they want and have fun. Above all else. [/quote] As your response indicates, most modelers don't understand. Don't worry, it's an art thing, that you have to often intuit. See it is not how it is but how to best represent it in the medium you've chosen. There's a difference between merely showing the audience and making the audience feel it. In a comic there are all kinds of visual tricks to use to make the reader feel motion. In a diorama, everything is static. You're depicting one moment and have to pack in there everything to convey that moment. You can't blur or show sequence so how best to feel the action? By depicting that brief split second when everything is at its extreme. That's the stuff artists and creators discuss on their forums about this stuff. I'm told that I occasionally pull it off quite well. I often block out an entire sequence and chose the one most extreme movement from the whole series, that best represents the whole series. Whether it's hiding, running, or whatever.
JUN 04, 2019 - 08:23 PM
The biggest problem I have had with Alpine figures over time is they have made 95% of other companies figures obsolete to me. Once you own a few Alpine figures its hard to go back to poorly cast, funny heads and just less detailed figures. Also the resin isn't brittle or snap/break like other companies figures including parts that are broken as soon as you look in the box Alpines problem is that there is only one Taesung Harmms!! We are just lucky that Rosengrant pops up in the line every now and then as well O did I mention the box art paint ups FFFFFFFFF!!! If I was to point out the main flaw in Alpine figures...…………...its that few painters have the skill to match the skill of the sculptor
JUN 04, 2019 - 09:02 PM
I completely understand the concept of using extreme limb movement to depict action and intensity, I doubt there's any of us here who don't understand this. When it comes to accurately depicting combat scenes, I have to respectfully disagree with this method. I honestly think it's one of the worst ways of conveying action within a combat context. It can be done, but I think it risks breaking the cheapening the scene. When soldiers come under fire, the pucker factor is beyond words. I know you know this, and as a result, soldiers make themselves as compact and tight as possible, it's a natural and almost involuntary response to the supersonic cracks. You stuff yourself into your helmet. As far as limbs go, when running, human legs don't spend a lot of time at that apex extension of the stride, there'd be a lot more hyperextensions and breaks if we did. A model scene is a static snapshot just like a photo or painting, and this is why the majority of combat photos don't show that ridiculous arm and leg flailing some figs suffer from, bless their hearts. That tone may work for certain things but I don't think it could be further out of place than a diorama, that's just me. I've seen a few that end up being unintentionally funny due to that syndrome. I haven't seem a single Alpine figure that suffers from that Hollywood "get to the choppa" style exaggeration. having said all this, these are only my thoughts and above all else, everyone should build what they want, how they want and have fun. Above all else. [/quote] I do not understand what you wanted to convey and many words dear friend !! I will repeat if you are in a tank ??! I'm talking about the monotony in recent times at Taesung !![/quote] Yeah, I wasn't talking to you, but thanks for playing.
JUN 07, 2019 - 03:34 PM
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