I promise we’re going to get to sculpting the decorative dragons from the tops of the greenhouses, but first I wanted to share a “before and after”. A reader who goes by kronkolweg pointed out that my castle’s bricks were a little big. It had already been starting to bug me a bit, and this was just the kick I needed to get off my butt and fix it.
For the original castle miniature, one or more brick textures were hand-sculpted, molded, mass-produced in FastCast resin, and glued to the miniature’s wooden understructure before being hand-painted. There was a transition to more detailed plaster-based textures starting in Chamber of Secrets – I’m not sure if any of the original resin brick textures ultimately survived through to the final Half-Blood Prince iteration of the miniature. In any case, the overall effect is the same, and my procedural brick material mimics it without requiring me to individually texture each wall. The thing is, when I created this material (as documented here, here, and here), I had much less of the castle built, which meant I had fewer points of comparison for the scale of the bricks. Frankly, I don’t remember how much actual measurement there was, as opposed to simple eyeballing, but it’s become clear that the results are a little oversized.
So, being the Excel nut that I am, I sat down and made a spreadsheet. I took horizontal and vertical brick counts for various areas of the castle, comparing my model to the miniature. There’s a certain margin of error in the scale of my castle, and the bricks of the miniature are not necessarily of completely uniform scale, so I averaged the different measurements and arrived at my brick adjustments: a 34% reduction in width and a 21% reduction in height.
The interactive sliders below compare the old larger bricks (left) to the new smaller bricks (right):




The difference is subtle from any real distance, but it’s more accurate now, which always feels good.
With this tweak completed, I shifted my attention to those greenhouse dragons! Fortunately, they’re all identical, so I only had to sculpt one. I did so in a separate file, and – well, if you’re interested, just watch part 1 of the video.
Frankly, I can’t get enough of these sliders, so let’s compare the base mesh to the full-resolution sculpt…


…and now comparing the full-resolution sculpt to the retopologized version with normal mapped details:


If the differences seem really minor…good! The point of retopo is to vastly simplify the geometry, which makes the asset a lot more manageable. The sculpt on the left has over 1.3 million faces; the retopologized version on the right only has around 1,500. Much easier on the computer! Of course, that eliminates a lot of details; baking and applying a normal map is a way of faking those back in, hopefully with an end result that’s nearly indistinguishable from the original sculpt. (In this particular case, there are a few small artifacts in the shading, but these are not noticeable when color is applied and we move the camera away a little.)
You can watch this whole process in part 2 of the video:
The retopology process is still a lot slower, harder, and more frustrating for me than I’d like, but in the end I was satisfied with the result, so I created an appropriate material, brought the mesh over into the main castle model, and duplicated it to the appropriate spots on the single greenhouse I’d already created. Voilà!

That’s a wrap for the dragon, and for this greenhouse overall! The next steps will be to duplicate this greenhouse and create the other two design variations on it. Then I’ll be able to move on to the domed conservatory, the curtain walls surrounding the greenhouses, and hopefully some ground cover and footpaths. Be sure to subscribe to this blog and the YouTube channel for updates as they come!
I’m loving the new bricks
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Thanks! 😀
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Man, I love your Job. I cant wait to see plants growing through the roof, you should apply some texture that doesn’t make them look so new and white, maybe something with paint scuff marks
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For sure! I’m still working on the textures here, trying to strike the right balance.
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Where on earth did you get reference images or really anything to do with the west side of the quad before the addition of the clock tower? It seems that this side of the castle is rarely ever shown.
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You’re right that the films barely show that area – really it’s just the nighttime shot of Gryffindor Tower in the first film and the flying car sequence in the second. I’ve been able to supplement those with *just* enough in the way of blueprints and behind-the-scenes photos to feel confident recreating that area.
Areas of the original castle for which I don’t yet have adequate reference include the adjacent north facade of the quad building, the small building that was replaced by the domed conservatory, and parts of the training grounds tower. But I’m always on the hunt!
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