**The Art of Creating Detailed Miniatures**
As a gamer and enthusiast, it's no surprise that our team is dedicated to creating accurate and detailed miniatures for various video games. We take pride in being "Dev friendly" studios, working closely with game developers to ensure that our creations are 100% authentic and faithful to the original designs.
**Collaboration with Game Developers**
Our process begins with high-poly models, zbrush files, and max files provided by the game developers. We also receive texture wraps, which we carefully review to ensure accuracy. While creating a miniature is a significant undertaking, it's essential to note that we're working on a 1080p scale, which means there are some limitations compared to real-life proportions. To address this, we collaborate with the game developers to get approvals and fine-tune our designs.
**In-House Team**
We have an in-house team of sculptors, 3D artists, concept artists, and other specialists who work on each project. While digital tools like ZBrush and Max are used for prototyping, many of these miniatures require traditional techniques to achieve accuracy. Our team uses a combination of digital and analog methods, including 3D printing, sanding, and sculpting, to create intricate details.
**Prototyping and Casting**
Once the prototype is complete, we move on to the casting and molding phase. This involves creating molds for each piece and then producing multiple copies using traditional techniques like poly stone casting. We've created over 30-40 pieces for our recent project, which required a significant amount of attention to detail.
**Painting and Display**
Our team consists of skilled artists who work on painting and replicating the original designs from the game. This includes creating detailed textures, colors, and weathering effects that bring each miniature to life. We've worked on various projects, including wearable armor pieces and static statues like the Deathstroke helmet and Batman suit.
**Limited Editions and Pre-Orders**
We offer limited edition miniatures for sale, with quantities ranging from 500 to 1,000 units worldwide. These exclusives are often released in conjunction with special events or conventions, such as New York Comic-Con. Our recent release of the Evolve Goliath Premier Scale statue was limited to just 15 pieces, making it a highly sought-after collector's item.
**Modern Technology Meets Traditional Techniques**
While we incorporate modern technologies like 3D printing and digital sculpting into our process, we also recognize the importance of traditional techniques. Sanding, carving, and other analog methods are still essential for achieving accuracy and detail in our miniatures. Our team balances these two approaches to create intricate, detailed models that are both authentic and visually stunning.
**Exciting Projects Ahead**
We're always working on new projects, including prop replica guns from Halo, Mass Effect pistols, and even a Gears of War Lancer. We're excited to share more of our work with fans at future events and online platforms. Be sure to check out our social media channels for updates and sneak peeks into our latest creations.
**Conclusion**
At [Studio Name], we're passionate about creating detailed miniatures that bring video games to life. Through collaboration with game developers, in-house expertise, and a blend of modern technology and traditional techniques, we strive to produce accurate and visually stunning models that satisfy both gamers and collectors alike.
"WEBVTTKind: captionsLanguage: enhey it's Norm from tes.com I'm here at New York ComicCon at triforces booth now Matt Maron you're the CEO of Triforce it's a relatively new company but you make high quality prop replicas not for movies video games yes sir so we've been around since 2008 and since then we've been creating full scale prop lepas as well as statues and bus some some of the most popular video games right you guys specialize in creatures right characters armor weapons helm even yeah so currently we got in front of us the Evolve goliet statue uh this is a perfect example of a creature statue we do we do full scale props from some of the most popular video games Mass Effect Gears of War and one that we're very proud about is Halo which we just signed uh as well as other uh collector's additions for video games so not only do we create statues from the game but when you go out to your local retail or buy online you could buy a one of our statues with the game as well wow so we know a lot of prop makers who you know in their own time they make Helms they make weapons they few we got some of them here right now is that how this idea started where people are just making their own Gears of War weapons making their own Mass Effect weapons uh pretty much uh our our co-founder Rob is a big fan of Gears of War when they first start to come out in the late 2000s I guess you call it uh and he wanted a realistic Lancer something that didn't actually shoot and hurt people but there wasn't something like that for video games as there is for movies for decades and that's really how the company started he he wanted something for himself but at the same time for the fans because there wasn't anything like that out there before so what's that process like cuz you know from a movie there was an original prop you can find photos you can find schematics someone actually made the one to one in a video game even you know if we're talking about a last gen game there was a polygonal model maybe different ones for different scales so where did those assets come from and how does that sculpting process begin so we're a Dev friendly Studio I mean first things first is all of the creatures all of the prop replicas that we make are 100% too scale and 100% accurate to the game we don't make our version of it because as a gamer you know I eat sleep work and play video games I'll notice if it's someone else's version of it so to answer your question we're very Dev friendly studio uh what we do is we work with those teams to get the high poly models the zbrush the max files um texture wraps to ensure that the things that we're creating are 100% to the game now it's a little bit different because it's 1080p not real life so there is a little bit tweaking but we have to get the approvals cuz we're officially licensed company from for instance uh 2K and uh Turtle Rock Studios to make sure that this scale the proportion Turtle rocks and the bones it's 100% accurate and that's something I think game developers are becoming more aware of when they're making their designs when they create textures when they create models they're doing it more than they need for the game cuz they know there's going to be a fan base out there they that's going to build on that Community right now do you you OB have your own sculpt there that actually sculpt them yeah we have our own uh in-house sculptors we have our own uh 3D artists we have our own concept artists as well because a lot of these got to come from pen and paper so yes we have our own uh in-house team is it a digital process so you prototyping with like 3D printers and yeah we we completely sculpt within zbrush Max my depending on the files that we receive even if it's a DOT object you know we have to have to tweak it we go to a prototyping phase once the Prototype comes out which is generally about 3 to four maybe five weeks depending on how intricate it is then from there we into casting molding and then paint revisions so it's then a traditional molding and casting process for production you know for like a poly Stone statue you know break it out into several parts create molds for that yeah this isn't one big statue ex there's about 30 40 pieces of this Beast right here yeah and then for the weapons and the armors and stuff you know the paint job is a big part of it right they're made display and so you have a team of artists that just work on painting replicating with the the game intention yeah it's it's actually kind of funny we actually since you said movies and TV before uh a lot of our workers have a vs VFX background from the movie and television world as well some of them worked with aliens predator etc etc etc so uh that is a very especially crucial part to the piece CU if he's not this grayish brownish color if he's purple obviously there's something wrong there yeah and then for the helmets you have I know you have a Deathstroke helmet you got a Batman helmet those are wearable or they're for they are not wearable though some things may change in the future but uh as of right now they are static pieces uh there are pieces that come with it so for a Deathstroke Arsenal uh it's the helmet it does come with a sword and a full scale baton which is about 6 ft long awesome and these are limited release or you guys are doing them like what kind of quantities is if people want it to preorder they're limited release they're anywhere between 500 to 1,000 units worldwide so for instance this piece uh is the Evolve Goliath Premier Scale statue 500 pieces the New York Comic-Con exclusive which is next to it only 15 pieces so it does range uh they're limited edition art Collectibles we'll go with cool I love that you're using you know modern Technologies for prototyping while incorporating some of that traditional stuff as well you still got to be traditional with when it comes to these things cuz this can't get printed like this you got to get in there sand it down you're going to have to sculpt around it just to make sure it's 100% accurate so it is a little bit of both so if you've ever wanted uh a Gears of War Lancer Gears of War Lancer or Mass Effect pistol Mass Effect we did we did the Gears of War Lancer we're going to be doing some prop replica guns from Halo from evolve a big green arrow Arsenal from Injustice bow and arrow it's uh you do a lot of those cool things very cool thanks for bringing this stuff to New York ComicCon and showing it off in person it's our backyard we love coming here every year it's it's always fun new and exciting and tiing sounds like my job you'll find more of that stuff more exciting stuff on Tess it thanks Matt thanks check out their stuff project TR force.com and check out our stuff on test.com see you next time bye forhey it's Norm from tes.com I'm here at New York ComicCon at triforces booth now Matt Maron you're the CEO of Triforce it's a relatively new company but you make high quality prop replicas not for movies video games yes sir so we've been around since 2008 and since then we've been creating full scale prop lepas as well as statues and bus some some of the most popular video games right you guys specialize in creatures right characters armor weapons helm even yeah so currently we got in front of us the Evolve goliet statue uh this is a perfect example of a creature statue we do we do full scale props from some of the most popular video games Mass Effect Gears of War and one that we're very proud about is Halo which we just signed uh as well as other uh collector's additions for video games so not only do we create statues from the game but when you go out to your local retail or buy online you could buy a one of our statues with the game as well wow so we know a lot of prop makers who you know in their own time they make Helms they make weapons they few we got some of them here right now is that how this idea started where people are just making their own Gears of War weapons making their own Mass Effect weapons uh pretty much uh our our co-founder Rob is a big fan of Gears of War when they first start to come out in the late 2000s I guess you call it uh and he wanted a realistic Lancer something that didn't actually shoot and hurt people but there wasn't something like that for video games as there is for movies for decades and that's really how the company started he he wanted something for himself but at the same time for the fans because there wasn't anything like that out there before so what's that process like cuz you know from a movie there was an original prop you can find photos you can find schematics someone actually made the one to one in a video game even you know if we're talking about a last gen game there was a polygonal model maybe different ones for different scales so where did those assets come from and how does that sculpting process begin so we're a Dev friendly Studio I mean first things first is all of the creatures all of the prop replicas that we make are 100% too scale and 100% accurate to the game we don't make our version of it because as a gamer you know I eat sleep work and play video games I'll notice if it's someone else's version of it so to answer your question we're very Dev friendly studio uh what we do is we work with those teams to get the high poly models the zbrush the max files um texture wraps to ensure that the things that we're creating are 100% to the game now it's a little bit different because it's 1080p not real life so there is a little bit tweaking but we have to get the approvals cuz we're officially licensed company from for instance uh 2K and uh Turtle Rock Studios to make sure that this scale the proportion Turtle rocks and the bones it's 100% accurate and that's something I think game developers are becoming more aware of when they're making their designs when they create textures when they create models they're doing it more than they need for the game cuz they know there's going to be a fan base out there they that's going to build on that Community right now do you you OB have your own sculpt there that actually sculpt them yeah we have our own uh in-house sculptors we have our own uh 3D artists we have our own concept artists as well because a lot of these got to come from pen and paper so yes we have our own uh in-house team is it a digital process so you prototyping with like 3D printers and yeah we we completely sculpt within zbrush Max my depending on the files that we receive even if it's a DOT object you know we have to have to tweak it we go to a prototyping phase once the Prototype comes out which is generally about 3 to four maybe five weeks depending on how intricate it is then from there we into casting molding and then paint revisions so it's then a traditional molding and casting process for production you know for like a poly Stone statue you know break it out into several parts create molds for that yeah this isn't one big statue ex there's about 30 40 pieces of this Beast right here yeah and then for the weapons and the armors and stuff you know the paint job is a big part of it right they're made display and so you have a team of artists that just work on painting replicating with the the game intention yeah it's it's actually kind of funny we actually since you said movies and TV before uh a lot of our workers have a vs VFX background from the movie and television world as well some of them worked with aliens predator etc etc etc so uh that is a very especially crucial part to the piece CU if he's not this grayish brownish color if he's purple obviously there's something wrong there yeah and then for the helmets you have I know you have a Deathstroke helmet you got a Batman helmet those are wearable or they're for they are not wearable though some things may change in the future but uh as of right now they are static pieces uh there are pieces that come with it so for a Deathstroke Arsenal uh it's the helmet it does come with a sword and a full scale baton which is about 6 ft long awesome and these are limited release or you guys are doing them like what kind of quantities is if people want it to preorder they're limited release they're anywhere between 500 to 1,000 units worldwide so for instance this piece uh is the Evolve Goliath Premier Scale statue 500 pieces the New York Comic-Con exclusive which is next to it only 15 pieces so it does range uh they're limited edition art Collectibles we'll go with cool I love that you're using you know modern Technologies for prototyping while incorporating some of that traditional stuff as well you still got to be traditional with when it comes to these things cuz this can't get printed like this you got to get in there sand it down you're going to have to sculpt around it just to make sure it's 100% accurate so it is a little bit of both so if you've ever wanted uh a Gears of War Lancer Gears of War Lancer or Mass Effect pistol Mass Effect we did we did the Gears of War Lancer we're going to be doing some prop replica guns from Halo from evolve a big green arrow Arsenal from Injustice bow and arrow it's uh you do a lot of those cool things very cool thanks for bringing this stuff to New York ComicCon and showing it off in person it's our backyard we love coming here every year it's it's always fun new and exciting and tiing sounds like my job you'll find more of that stuff more exciting stuff on Tess it thanks Matt thanks check out their stuff project TR force.com and check out our stuff on test.com see you next time bye for\n"