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As with other D&D accessories, this title contains new feats, spells, magic items, and prestige classes, and is one of the few titles that adds new base classes to the D&D realm.
This new handbook is the complete guide to integrating planar travel into anyD&D( campaign.
The perfect golfing gift: A book that is a complete, working 9-hole miniature golf course, with miniature golf balls and putter included. The first book you can play through. The book that's a true original. Featuring nine themed courses, from pirates to dinosaurs to the classic windmill, The Miniature Book of Miniature Golf celebrates the silliness and the golf-for-everyone! attitude of Putt-Putt. Each page in the book is a cleverly designed hole, modeled on real mini golf courses. Tap the ball through the grooves and make sure to avoid the obstacles. Then see if you can get it in the clown's mouth on the last hole. Every hole is par fun.
A convenient handbook with hundreds of clear color photographs and fascinating stories about each fragrance. Fragrance names, their creators, launch dates, bottle and package designs and dimensions are all here, as well as a price guide reflecting today's fragrance bottle market.
Learn to paint contest-quality military figures with this book! Covers military figures and horses from medieval times to Desert Storm. Includes more tips for resin models and oil paints, new techniques for painting in enamels and oils, and information on camouflage and black-and-white uniforms.
The art of furniture-making in 1/12 scale combines elements of woodwork, marquetry and woodfinishing. The author begins with the tools and techniques involved and explains the basic joints. With more advanced skills, readers are invited to build a miniature collector's cabinet or davenport desk.
Over 300 color and black and white photos give a unique look at genuine antique hand-crafted furniture for children and dolls. Organized to show the evolution of styles, the quality and historical significance are discussed. A comprehensive study, it covers the aspects which determine the quality of an antique miniature, as well as those particular facets which contribute to its beauty and grace.
Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists/producers/supervisors need to know, from breaking down a script and initial bidding, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow. Simply a must-have book for anyone working in or wanting to work in the VFX industry.
This book presents a much-needed framework for the critical examination of miniatures games and their design. It provides the reader with both a conceptual model for understanding how these games work as well as a toolbox of mechanical approaches to achieving a range of design outcomes and assessing the fit of any given approach within a specific design. Though dating back to the 1820s, tabletop miniatures games have been little explored critically and lack a conceptual vocabulary for their discussion. Active practitioners in the miniature games design community, Glenn Ford and Mike Hutchinson explore what defines these games, proposing the term ‘non-discrete miniatures games’ to encapsulate the essence of these open and immersive hobby gaming experiences. Discarding the term ‘wargame’, they argue against limiting conceptions of these games to direct armed conflict, and champion their diverse narrative potential. The book provides a fresh conceptual framework for miniatures games, abstracting the concepts of positioning and moving markers non-discretely across scale-modelled environments into inclusive and generalised terminology, untethering them from their roots as military simulations and providing the foundations for a fresh consideration of miniatures games design. Written for game designers, and with a foreword by Gav Thorpe, The Fundamentals of Tabletop Miniatures Game Design is a handbook for those that wish to design better miniatures games.
How to select tools, equipment, and paints to produce great looking figures in a few easy steps. Includes photos showing assembly, painting, and detailing techniques.