Sizzix, Tim Holtz Alteration, Die Set 10PK - Snowman Scene
SKU: 56709632234

Sizzix, Tim Holtz Alteration, Die Set 10PK - Snowman Scene

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Description

Sizzix, Tim Holtz Alteration, Die Set 10PK - Snowman SceneThis set can fit in the Snowglobe (#663559) Thinlits create dazzling detailed shapes for more creative cardmaking and papercrafting projects. These wafer thin chemically etched die sets are designed to cut, emboss or stencil a single sheet of cardstock, paper, metallic foil or vellum. They are simple to use, compact and portable for cutting at home or on the go. Use them for enhanced intricacy and to add a special touch of inspiration to all your

This set can fit in the Snowglobe (#663559)

Thinlits create dazzling detailed shapes for more creative cardmaking and papercrafting projects. These wafer-thin chemically-etched die sets are designed to cut, emboss or stencil a single sheet of cardstock, paper, metallic foil or vellum. They are simple to use, compact and portable for cutting at home or on the go. Use them for enhanced intricacy and to add a special touch of inspiration to all your projects.

The Thinlits dies in this set are compatible with the BIGkick, Big Shot and Vagabond machines.

To cut, the sandwich requires use of a pair of Cutting Pads and the machine's included Platform; when using the Essentials Platform or Solo Platform & Shim, the Extended Adapter or Solo Adapter is required. Because of their intricacy, Thinlits dies may require up to three passes to cut. If extra ejection is needed for easier separation of the die-cut from the design, place wax paper between the Thinlits die and your material and then cut.

These die can also emboss when the machine's included Platform is combined with an Impressions Pad and Silicone Rubber sheet. The diagrams on the Platform offer easy guidelines about how to make the perfect Sizzix sandwich.

To stencil, place the die over desired material and apply ink or chalk to the die indentations. This technique can be used alone or to enhance embossed designs.

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SKU: 56709632234

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Vincent Marias
Massapequa, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Massapequa, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lexington, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Tyler aldrich
Waukegan, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023
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ghostwriter
Lake Worth, US
★★★★★ 5
Much thicker than I expected!
Format: Hardcover
This book is massive and could easily be split into two or three volumes, which is great because it covers a very deep topic. It will be a while before I read the book from cover to cover, but the few chapters I've skipped to were able to help me immediately on some problem areas in a game engine that I built last year. I would definitely recommend this to anyone interested in video game development.
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Reviewed in the United States on June 14, 2021

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