Hogwarts Landscape Strategizing

Today’s post is mostly a big block of text, so let’s at least start with a few random renders of the project so far:

The viaduct area in Prisoner of Azkaban
The Transfiguration courtyard in Prisoner of Azkaban
The Alnwick Castle-based training grounds in the first two films

Now for some words! Lots of them!

So up till now, my castle models have been floating in the air, hundreds of feet above the lake. But I’ve hit a major milestone in the project: I’ve begun creating the rocky landscape the castle sits on!

Here are some factors informing my approach:

  • Many of the films have shots that repurpose views from previous films. These create significant inconsistencies within individual films. I’m disregarding them altogether.
  • At least for the first six films, the environment really has to be treated as two distinct entities:
    • The terrain that surrounds and supports the main 1:24-scale castle miniature.
      • This terrain was carved out of polystyrene, with rocky outcroppings of plaster molded from slabs of coal.
      • This terrain is quite consistent within each film and changes incrementally between films.
    • The lake and mountains that surround the miniature in the films.
      • Typically, the visual effects team integrated photography of Scotland into digital matte paintings and layered those onto 3D geometry.
      • Unlike the miniature, these CG environments change drastically from one scene to the next, not to mention from one film to the next. (The second film contains a particularly dramatic example: there are two establishing shots that use similar or identical plates of the castle miniature, but the surrounding terrain is totally different.)

The upshot is that you can’t create one single environment that will be 100% consistent with every shot in a given film. You can do it with the miniature, but beyond its borders, it’s literally impossible. So my approach there will be impressionistic. Still, I gathered reference images from each film. I carefully took note of common features between films and annotated them with color coding. I even had fun unrolling some of the panning shots into rough simulacra of the original matte paintings.

But you can only do so much researching and strategizing. Eventually you’ve just got to get started! So I hit the major milestone of starting to model the landscape a few days ago…but I’m going to save the renders for the next post. I should have a video for you as well. Doesn’t look like much yet, but the work has started; I’m just having to pace myself right now because of my repetitive strain injuries. But I didn’t want to go too long without at least posting something.

Be sure to click the Follow button to get notified as more updates come!

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Finishing the COS Whomping Willow

Before we get into today’s post, I was asked to share a plan view of the original quad in my model, so…voila! Can’t make any guarantee of its absolute accuracy, but it should be close. (Still missing the terrace along the north side…I don’t have any good references for that.)

Anyway, in our last installment, I’d finished a rough sculpt of the Chamber of Secrets Whomping Willow’s trunk, roots, and major branches. But I decided it would be better to let Blender grow the newer, denser growth on top. I created a particle system to generate paths leading away from the tree’s knuckles. Negative gravity pulled those paths upward to create the right shape. Here’s an early attempt:

After adjusting the parameters some more:

It was at this point that I spontaneously made a work-in-progress video tour of the SS castle, which then morphed into a tour of the COS castle too. This has been up on YouTube for a bit but I’ll include it here in case you’re crazy enough to not have already subscribed there.

But anyway, back to the Whomping Willow. The next step was to add smaller twigs. I created a handful of different shapes and used another particle system to distribute them over the shoots on top. To keep the distribution from being unnaturally even, I painted a “weight map” to control the density. Looks kinda cool on its own:

But of course, the point isn’t to have the weight map look pretty. The point is to get the twigs in place:

Then I went back to the trunk and main branches to sculpt the final levels of detail, giving them a texture that hopefully resembles tree bark. This took a while. Lots of virtual scraping with my Wacom tablet. (For fellow Blender users – I did most of my rough sculpting with the wonderful Clay Strips brush, and then I adjusted the falloff of the Scrape brush to dig all the grooves into the bark.) In the next render, you can also see me starting to experimenting with procedural normal maps to add another level of detail:

Then it was just a matter of refining the coloration of the tree and texturing the rocks at the base!

That flat lawn texture doesn’t look horrible from a distance, but it’s pretty obvious that there’s no actual grass here when you get close like this. So I did something I’ve been meaning to do for a while: I used Blender’s relatively new geometry nodes feature to create actual blades of grass.

This was my first foray into geometry nodes. Initially, I just wanted to add blades where the lawn approached other objects (like the Willow). That way I could at least get rid of the hard edges but still keep my computer from blowing a gasket. But the performance seems to be better than with the existing particle tools, which is really exciting. I’d been worried about how to tackle the surrounding landscape if my computer couldn’t handle that many blades of grass, but this has me more optimistic. I went ahead and just covered the whole lawn with actual blades, and it seems to be working fine!

Anyway, here are some views of the complete COS Whomping Willow!

More updates to come!

Roof Flashing, Version Mashing, & Quad Teeth-Gnashing

The next thing to add was roof flashing. It’s been on my to-do list for ages. (Not sure why I haven’t just been adding it as I go…) It’s not very glamorous work – no one looks at a render and goes, “Oooh, look at that beautiful roof flashing!” – but the model just doesn’t look quite right without it. Here’s what I’m talking about, as I started to add it:

There are ways of doing this kind of thing automatically, but I wanted it to look a little imperfect, so I used Blender’s “Snap to Face” functionality and drew it all in manually.

Here are the SS and POA models with all the flashing added:

(If you want to see the flashing itself, I’d recommend right-clicking to open the images in new tabs so you can view the full resolution.)

It feels like time to work on the COS version of the castle, doesn’t it? In almost every way, it’s just an intermediate step between SS and POA, so I figured it shouldn’t be too hard. Everything south of the ravine is identical to SS, although the real miniature did receive some touchups. It’s the north side that changes.

After mashing together the appropriate elements from the SS and POA castles, I proceeded to create the new training grounds, with their relatively flat lawns that existed only in this film:

I really like this version of the castle. Here’s the above render’s isolated mist pass, too, just because it looks cool:

But there’s one major element missing: the Whomping Willow! That’ll likely be the topic of my next post.

By the way, the original quad continues to vex. Deeply. I’ve really been enjoying the discussions in the comments about the cloister. It’s led me to a very divisive debate (in my own head) about whether its design owes more to Gloucester Cathedral or Lacock Abbey. I was pretty confident in the answer being Gloucester…but now I’m really profoundly split.

Reasons to think it’s Gloucester:

  • The whole courtyard is labeled “Gloucester” in the later films’ floor plans (after the removal of the cloister in question).
  • The quad building has Gloucester-style windows on south outer façade, and they almost had them at the same level on the west façade as well. All of these are around the same level as the cloister.
  • The paths and fountain aren’t an exact match to any location I’ve found, but they’re a lot closer to Gloucester than to Lacock.
  • The Lacock courtyard is never really seen in the films; the Gloucester courtyard is, if only very briefly.

Reasons to think it’s Lacock:

  • I thought all the films’ floor plans labeled the courtyard “Gloucester,” but I realized that what I’m reading on the early plans is just the word “cloisters.”
  • There’s a floor plan from the first film that shows the way some sets and real-world locations fit together in the filmmakers’ imaginations. It is substantially different from the layout of the miniature, but the Lacock Abbey courtyard and cloister are placed right next to the grand staircase.
  • From the overhead shot in COS, it looks like the cloister is rather tall, with a blank stretch of wall above the tracery. Lacock’s cloister has a similar design; Gloucester’s doesn’t.
  • Lacock is a closer match to the size of the quad.

Soooooo…yeah, I’m pretty split. For now, I’ve added the blank bit of wall and raised the cloister roof accordingly, but I haven’t changed the tracery to match Lacock. I’m waiting till I (hopefully) find some more reference material.

Anyway, be sure to “follow” so you can be notified when I post the Whomping Willow!

Finishing the SS and POA Quads (and Hospital Wing)

Relatively short post – time to add the cloisters to the original quad. It is very difficult to make out any detail in the single shot of these cloisters in Chamber of Secrets, but it seems very safe to assume that these were based on the cloisters at Gloucester Cathedral. So what the heck, I’m going for it:

The floor is so plain! I mean, the floor looked a lot like that in the later iterations of the quad, but in the beginning, there were footpaths and a fountain and everything. Looks much better with those in place, even if the walls were tall enough to keep it pretty dark in there a lot of the time.

Fun fact: I haven’t built any doorways from the cloisters into the middle there. There would certainly be at least one in real life, and I’d imagine the miniature had at least one, but I’ve got no idea where it would have been, so I’m not going to bother.

Here’s are a couple of views of the complete original quad:

Not my finest texture work, admittedly. Most of what I’ve created for this project holds up a lot better at larger distances.

Of course, this project is all about the changes to the design of Hogwarts. So when did the quad start to change? Well, the hospital wing got added in Prisoner of Azkaban. I strongly suspect (though I’m not absolutely 100% certain) that the raised, cloister-less floor didn’t come till Goblet of Fire. Here are a couple of comparisons between the pre-Azkaban version (left) and the Azkaban version (right), showing the addition of the hospital wing [EDIT: there are too many windows here – see the next post for the fixed version]:

The off-center placement of the hospital wing is intentional, by the way. It was really designed and built like that.

If you’re still having trouble getting a sense for how the different levels line up, here’s an orthographic cross-section:

Should be quite close, if not precise down to the inch. That’s the back terrace on the lower left and the quad itself in the middle.

Next, tackling the walkways out in front of the quad building, connecting up with the viaduct [EDIT: Actually, I’m pretty sure this is not accurate either; again, see the next post for the fix]:

That render could be of any of the first three films, by the way, since that area didn’t change at all (as far as I can tell).

Where do we go from here? The last remaining major castle structure is the lower walkway (around the bottom right corner of that render) and the terrace to which it likely led in the first two films. But it would be an understatement to say that I’m having trouble finding good reference for that area. Still not sure what I’m going to do about that.

One thing I am sure of? It’s been way too long since we’ve done a nighttime render! Like, waaaaaay too long. Almost a year. The model was half its current size! Here are a few nighttime shots of the Azkaban version to help rectify the situation. See you next time!

The…Gulp…Original Quad

The quad is tough.

There’s just no getting around it. Also known as the paved courtyard or Gloucester courtyard, this squarish space is nestled within one of the castle’s main buildings, between the marble staircase tower and Gryffindor Tower. It survived through all the films, but not without significant changes.

The later iterations are simpler and better documented. They even provide some valuable clues about the earlier designs. But there are outstanding questions about those earlier designs, for which reference is very scarce.

Based on the overhead shot from Chamber of Secrets, the original quad was ringed by cloisters and sat deeper within the building. One interesting result is that the big arch near the grand staircase tower couldn’t have led into the quad as it did in later versions. Best guess based on the available information is that this path ended some sort of balustrade, allowing students to look down into the quad, some 60 feet below.

You can get some sense of it as I start to rough out the geometry inside the original quad. Notice how high up that arch is, relative to the floor:

It’s a little easier to see if we take a look at the front of the castle (and get the viaduct out of the way):

See that shaded wall below the archway? Yeah…the quad floor is all the way down at the bottom of that wall. Crazy low, right? That depth is taken from photogrammetry of the COS overhead shot, by the way. It almost perfectly matches the elevation of the terrace in the back of the building.

Anyway, the regular spacing of the Gloucester Cathedral-inspired windows within the quad forced me to adjust the roofs a bit. The results should be more accurate now than they were before. Here’s an untextured work-in-progress view as I attempted to work out all the spacings and block in the cloisters below:

The balustrade in the foreground is conjectural. The closest thing I have to evidence of its existence is an aerial illustration of the castle by Michael Bramman for The Sunday Times Magazine. It was done before production on the second film, based on a mixture of blueprints, production stills, limited access to the miniature itself, and “a cardboard model which had enough of the of the basic elements to give [him] an idea of the school in its entirety” (source). This is how he painted the archway:

Certainly some sort of lip there – either a balustrade or a parapet. Impossible to tell. For my model, I’m using the design of the other balustrade nearby, between the Great Hall and the marble staircase tower.

Here’s a fully rendered view, similar to the untextured one above, but with some progress on the windows. These happen to correspond to the corridor to the Fat Lady’s portrait in the first film:

I’ve actually already recreated this window design, way back in 2019, at the base of the quad’s south exterior facade:

But back then, I was working with a lot less reference material, so the results were less accurate. Here’s a somewhat comparable angle with those lower windows redone:

Granted, the differences aren’t that noticeable from this distance. But I still feel better, haha!

The details are easier to make out in this render of the similar windows (and others) inside the quad. Fun fact: this is what you’d see if your face was pressed up against the big window by the moving staircases. Maybe at some point I’ll go back into my model of that space and replace the more generic scenic backdrop outside the window with a more “correct” view like this:

Speaking of that window…I have no direct evidence that it was ever included in the exterior model, but I’m strongly inclined to believe it was/is there. I decided to simply import that window from my grand staircase interior model and adapt it for exterior viewing. I kept the imagined real-world scale from the interior model and based the placement of the window on the GoF-era Noble Collection sculpture of Hogwarts:

As a reminder, here’s what it looks like from the inside:

Of course, please don’t take any the exterior details here as gospel. I’m doing my best to reach reasonable conclusions, but when it comes to the quad, I can’t be anywhere near as sure as I am in a lot of other parts of the model.

Next up will be the actual floor of the quad, the fountain, and the cloisters. I’ll save that for the next post. In the meantime, I’ll leave you with a screenshot of something else I’ve been starting to work on. When this whole project is finally finished, I want to provide multiple modalities for you to explore the castle’s shifting architecture. One of those will be a gallery of renders with buttons that will change between different versions of the castle.

The basic functionality is starting to come together, using some test renders of the incomplete models. It’s been a while since I’ve done any HTML/CSS/JavaScript coding, so it’s fun dipping my toes back into that pool while Blender is rendering.

Virtual Tour Video & Barbican/Gatehouse

Have you subscribed to my YouTube channel? If so, you’ve probably already seen that I posted a new work-in-progress virtual tour of my Prisoner of Azkaban Hogwarts model last week. If you haven’t subscribed yet…get on that! I’m not currently posting a lot of videos, but subscribing will make sure you know when I do.

But that’s not our main focus for today. Today we’re going to be continuing with progress after that video, building the structure from the first two films that corresponds to the gatehouse and barbican at Alnwick Castle.

As I’ve mentioned before, the filming miniature and the real location don’t always match up perfectly. I’m aiming more for the miniature, but it’s a lot easier to find reference for the real thing, so I’m having to rely on that to fill in the gaps. Here, I’ve got the basic structure of just the gatehouse built:

(This is where Neville zooms upward again on his broom before nearly impaling himself on a statue’s spear.)

Next come details on the façade facing the training grounds – windows, arrowslits, lanterns, and of course the classic Hogwarts-style torches that were added as temporary set dressing for the film shoot. The one on the right is the one that Neville’s robes catch on, slowing his fall a bit:

Note that this is a view you couldn’t have seen in any of the movies – it simultaneously shows the gatehouse (from the first two films) and the clock tower (from all but the first two films). If you looked at this angle during SS or COS, there’d be no castle visible in the background, and if you looked at this angle from POA onward…well, you’d be underground.

I should also mention that I have zero good shots of this side of the structure in the miniature, so here I’m going purely off of the real thing. Same goes for that small tower toward the left, which I haven’t detailed yet in the above render. Let’s rectify that, and add the similar tower on the other side of the gatehouse:

The flying and Quidditch lessons in Sorcerer’s Stone were both shot on location here, and these towers are seen pretty clearly, so I have no reservations about mimicking the real thing without knowing what they looked like in the miniature.

If this doesn’t look…right, it may be because Alnwick Castle is lighter, yellower, and more contrasty than the miniature. But I’m just using my main castle texture, which is based off of the most neutrally-lit photos of the miniature I’ve found. Also, this area is in direct sunlight in the film, not the shade. Plus, you know, the ground is still missing.

Anyway, on the outside of the gatehouse, let’s start adding the barbican. At the real Alnwick Castle, this was added to the gatehouse around the 14th or 15th century, greatly enhancing the castle’s defenses. I’ve had trouble finding reference for a few spots along the battlements, but this old 3D digital survey I found was helpful.

These areas in my model have really become a hybrid between the miniature and the real location:

Not too shabby! I wouldn’t want someone throwing boiling water on me from those battlements.

The part of this structure that was tweaked the most for the miniature was the entrance of the barbican. In the real world, the area outside the archway appears to be a paved semicircle, a small car park, and then the street. In centuries past, this would have been the only entrance to the grounds – basically just a really beefed-up, defensible drawbridge. But at Hogwarts, this isn’t an entrance at all. The terrain drops off pretty steeply, and so the area outside the archway is just a small terrace with no apparent purpose beyond being a lookout point. (They also swapped out the Percy lion heraldry over the archway for the Hogwarts crest, but that’s barely visible.)

If none of that is sounding familiar, it’s because it’s only seen indistinctly from great distances, and only on rare occasions, and only in the first two films, and only from the side. But blueprints and behind-the-scenes photos provide just enough insight to allow us to simulate cool new views like this:

It might look slightly more familiar from the side:

Any better? You could be forgiven for still not recognizing it. This is about the best view of the barbican exterior we ever get in the movies:

And you can’t even see the gatehouse there! So…yeah, not Hogwarts’s most distinctive feature. Still, it’s good to have it complete! Well…complete with the exception of the statues that stand on top of the ramparts. But those are full-on human figures, and I haven’t yet decided whether to sculpt them from scratch, adapt them from free models posted online, or omit them altogether.

Maybe I’ll have an answer in the next post. In the meantime, have a great weekend! Or week, or whatever, since clearly I don’t control when you’re going to be reading this.

Starting the Training Grounds Curtain Walls (POA Version)

Yikes…it’s been a long time since my last update! Sorry about that, folks. One of the many factors: the training grounds tower is tough! It’s hard to find enough reference images. So to give myself a break, I switched gears to focus on the castle walls.

The curtain walls and small towers surrounding the training grounds were originally derived from those at Alnwick Castle. A large swath was then redesigned in the second film, probably to add visual interest in the Whomping Willow scenes. The westernmost areas (near the first flying lesson) still stayed the same until the third film, when they were swallowed up by hilly terrain. In effect, only the COS redesign remained. That’s the state the miniature is still in now, although the CG version in Deathly Hallows and Fantastic Beasts omits the walls altogether.

I started at the western end of the COS revisions:

This illustrates some of the challenges in mapping the stone brick textures correctly to the model when the angles get funky. I’ve tried to create a material that just behaves correctly no matter what I build, but sometimes I need to get in there and manually fiddle with the mapping to get it right.

These structures all look strangely tall right now, but eventually the terrain will cover up most of the lower areas:

They’re also in pristine condition compared to their appearance in the films, since significant chunks of the above-ground areas have crumbled away. But it’s always easier to create the full “original” structure and then weather away the parts you don’t need.

Here’s the same view with some more adjustments, details, and additions, but still no weathering:

And now, swinging around the easternmost area, we link it all up with the areas that are directly taken from Alnwick Castle:

I’ve also fixed the mapping of the brick textures here:

Some of these areas don’t quite match between the blueprints, the photogrammetry of the miniature from the Studio Tour, and the real-life correlates at Alnwick. I’ve aimed for a happy medium that tends to favor the actual miniature.

Then and only then do we get to the weathering, by way of a Boolean modifier. If you don’t know what that is…well, imagine carefully shaping a floating glob of poisonous molten radioactive alien laser acid that will eat away any part of the wall it touches. Actually, you know what? I won’t make you imagine it – here are my Boolean acid globs:

And yes, the glowing lava look is a critical part of getting the Boolean modifier to work right. TOTALLY necessary. 100%. Anyway, move the above slider back and forth to wipe away the glowing poisonous molten radioactive alien laser acid lava and reveal the weathered stone beneath.

I’ve still got to built the western half of the curtain walls, the parts that weren’t changed from their Alnwick-like state. But I’ll save those for a future post so I can at least have something to share with you now!

COS-OOTP Training Grounds Tower, Cont’d

Whew, sorry for the long delay…the months of sitting at my home desk have taken their toll on my arms, and I’ve had to significantly limit my computer use. This will be a shorter post as a result. I’m starting physical therapy soon…if you’re feeling particularly generous and you want to help support my recovery, my Venmo handle is @Joe-Cardello, for what it’s worth. 🙂

Anyway, let’s continue with the version of the training grounds tower that was seen throughout the middle of the Potter series, including Prisoner of Azkaban. As we work our way around to the west facade, my reference material becomes even scarcer, but I’ve got just enough to piece it together in a reasonably accurate way. I started with plain walls, deciding to add the windows and so forth later:

Here’s a view from overhead once I’d roughed in the main shape of the building. At this point, I wasn’t worried too much about cleaning up the intersections between walls and objects…I just wanted to make sure the layout made sense three-dimensionally:

You can see just a bit of the tiny courtyard in the middle. That’s one area for which I truly have zero reference (other than the basic floor plan). It roughly corresponds to the cobbled inner courtyard at Alnwick Castle, which was actually used in the location shoots for the first film, but the version in the miniature is much smaller and it has a different shape because of the way the Alnwick floor plan was reconfigured around it. So the layout of any doors, windows, or other decorative elements on that part of the miniature sadly remains a mystery.

As I said, I have less progress to share because of my ergonomic issues, not to mention the simple fact that this is a tricky structure to figure out. But I’ll at least fill out the rest of this post with an aerial overview of my POA castle so far:

Take care of your body, take care of your mind, and don’t be an ass to people who identify as transgender. See you soon!

Starting the Training Grounds Tower

Holy crap! I can’t believe we’ve arrived at the final major tower of Hogwarts! I’ve been eager and afraid to tackle it because of its complex geometry and the limited reference available. Let’s jump in!

The training grounds tower was added to the original castle out of sheer necessity. Alnwick Castle was used as a major filming location so they needed it to be present in the miniature. Stuart Craig’s team tweaked its footprint a bit and built it up into a much taller complex of towers; the bottom floors just looked like Alnwick while the upper floors took their stylistic cues from the original castle’s other conical turrets. Evidently Mr. Craig didn’t like the vertical extensions, because they were totally redone for the second film in a style that slightly foreshadowed the more Gothic look that would take over in the third film. (Interestingly, some COS shots still feature the SS version.) That revision stuck around till Half-Blood Prince, when it was replaced with a single tower echoing the bell towers’ design.

Since I’m working on the Azkaban castle right now, it’s that second iteration of the tower that I’m focusing on. And “focus” is indeed the right word, because I’ve spent a lot of time just staring at reference images and…thinking. Trying to piece it all together. Eventually, I started working on the facade toward the right:

This is the project’s first render with the OptiX denoiser, which wasn’t compatible with my GPU till Blender 2.90. Denoising is critical with path tracers like the Cycles render engine, where speeding up the render introduces more noise. I was using Open Image Denoise before, but OptiX is faster and it’s retaining more detail, so I’m pretty stoked!

Anyway, training grounds tower. It’s proving as challenging as I feared/hoped it would be. The modeling itself is not particularly difficult, but the paucity of high-quality reference images makes it difficult to piece together all the details, especially since I want to get the scale right.

I’m keeping an eye on the original version too, since the lower section is identical and I want to make sure I can reuse it without any issues.

In a twist that will shock precisely zero longtime readers, I’m finding lots of small discrepancies between shots of miniatures, location shoots at Alnwick Castle, CG long shots, etc. As usual, I’m striving for something of a happy medium, but weighted toward the main 1/24th-scale miniature.

There’s still a lot more to do on this structure, but it’s been 10 days since I last shared my progress and I think I’ll save further progress for my next post.

The Domed Conservatory

I’ve been looking forward to this one! When the greenhouses went in for Chamber of Secrets, the small building forming the entrance to that courtyard was replaced with a larger and more ornate conservatory with a dome and cupola. It’s a neat structure, but my biggest reason for being excited is that there are blueprints at the Warner Bros. Studio Tour…and these provide lots of detail on the interior, which is hard to glimpse from the exterior of the model. The upshot is that today’s post concludes with the first (to my knowledge) views of the conservatory interior on the internet!

How’d I get there? Well, I decided to start from the inside; it’s easier that way, plus it allows interesting views that won’t be possible once the structure is enclosed. There’s an octagonal arrangement of planters and columns:

Texturing the interior is an interesting challenge. I don’t want to spend that long on it, since it’ll barely be visible from the outside. It’s also hard to find good texture reference precisely because it’s barely visible from the outside – and for the same reason, they probably didn’t go super realistic in terms of all the finishes anyway. (From what little we can see at the Studio Tour, it looks like the inside may have become understandably dusty, which further complicates things. I also don’t know what they were going for with the weird gold paint job on the planters.)

As I pondered this, I continued with the modeling. Next up was the spiral staircase up to the balcony level. An apparent inconsistency in the technical drawings gave me a moment of trouble with the number of risers, but I’m pretty sure my interpretation is the correct one. With a little sleuthing, I learned that this spiral staircase was based on a 1:25 scale set sold by E.M.A. Model Supplies in London. In fact, the specific product (ST-7304) is listed for sale on their website to this day. Here’s the product image:

They then added the cage and banister. Here’s my version with most of the staircase modeling done:

Finishing the staircase and moving on to the balcony above:

Unless you’re pretty short, you’ll want to watch your head as you ascend the spiral staircase. There’s a spot near the top with less than five feet of vertical clearance.

It looks like the foliage in the conservatory is mostly palm trees and the like; I tweaked some assets from CGTrader. These obviously won’t be an exact match to the ones inside the miniature, but they get the job done.

Time to start enclosing the thing:

The next section up has more dragons. I’d planned on simply using the exact same asset from the greenhouses…but I should have done my research first. Turns out the ones on the conservatory are a little different in shape/size. So I went back and roughly rigged the dragon so I could pose it a little differently for the conservatory. It’s not a perfect match to the pose, sadly, but it wouldn’t be worth it to do a whole ‘nother sculpt.

Then it was just a matter of adding the dome…

The only thing left was the cupola on top. But as I was about to start that, I randomly started noticing some issues with the castle’s overall coloration. The color has always been a tricky thing due to the various changes in the paint job, the lighting, and the color grading over time. But I’ve gradually found more and more unprocessed shots of the castle in relatively neutral white lighting, and comparing those to my renders, I decided my castle needed to be a little more yellow and a little less red. It’s surprisingly tough to get the right balance, so I’ll likely go back and continue to tweak the colors at some point. But for now, I think this brings us still closer to a convincing reproduction of the castle:

Anyway, let’s finish the conservatory!

Not half bad! But of course, the real fun is putting the camera inside, where – again, to my knowledge – no Potter fan has gone before! It’s a relatively tight interior space, so we’ll use a fisheye lens:

And here’s a shot from the balcony level:

You saw it here first, folks! (And if you didn’t…well, let me know where you did see it first, because I’d love to see more views inside the conservatory!)

I think my next steps will be to finish the last bit of the curtain wall surrounding the greenhouses and then finish up all the footpaths and lawns. See you soon!