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.

What Was There Before the Hogwarts Greenhouses?

It’s not a question that you could answer just by watching the films. Here we have to rely on behind-the-scenes shots and technical drawings from Sorcerer’s/Philosopher’s Stone to reconstruct this area in its original state.

But first, I knew I needed to finish up this area as seen from Chamber of Secrets through Half-Blood Prince! I finished the curtain walls and added lawns:

Here’s a cool POV shot coming down the back steps of the Durham building:

That’s a wrap for this area in the Prisoner of Azkaban 3D model! But what did it look like at the time of the first film? Well, you still had curtain walls surrounding a large, L-shaped lawn, but the walls weren’t quite as far from the castle, and instead of the domed conservatory acting as the entryway, you had this relatively simple, squarish, Alnwick Castle-inspired building:

This side of the building is actually seen in a couple of shots in the film, but I haven’t been able to find as much detailed information about the other sides – in particular, the opposite side that faces the castle proper. For that facade, I’ve just used the same details as what you see here, but I can’t deny the possibility that some of the details were a little different. (I wonder in particular if they really would have put the Hogwarts crest on the other side.) Unless I find elevations or images of that part of the miniature, I may never know…when the greenhouses and conservatory were added in COS, this small gatehouse disappeared forever.

Anyway, here are a couple of before-and-after sliders to play with! On the left is the Sorcerer’s Stone castle; the right is Prisoner of Azkaban. (The changes we’re currently focused on occurred in Chamber of Secrets, but you’ll of course see some Azkaban changes too.)

I’ll wrap up this post with a view of some additional work I did next on the west side of the Alnwick Castle warder’s tower. Here there are again some details that differ a bit between the VFX miniature and the real-world filming location; I’m primarily going off of the miniature, though Alnwick does provide invaluable reference as well. I guess you could say my goal is to capture the shared imagined reality that the model and the location both help bring to life.

The two contenders for my next area of focus are the transfiguration/middle/Durham courtyard and the training grounds tower. I’m much more excited at the prospect of doing the latter, but I think I may tackle the courtyard first. Be sure to subscribe to be notified with future updates!

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!

You Can Never Have Too Many Greenhouses

The 3D model of the Prisoner of Azkaban castle keeps chugging along! After completing that first greenhouse, I duplicated it three more times:

These four all share the exact same design, but then there are four more along the east side of the Durham area, and their dimensions are a little different, so I had to create (and thrice duplicate) a new variation over there:

And then at last there is Greenhouse Three, which is a smaller lean-to on the castle’s outer wall. (You can catch a glimpse of it in the above render.) This is the greenhouse where the Herbology lesson with the mandrakes takes place. It’s got its own unique design, so I took care of that next. Some of the dimensions here don’t line up quite as precisely as I’d like, but I’ve tried to minimize the number (and visibility) of compromises as much as I can:

You can also see that I’ve also added rust, adjusted the weathering of the wood, and started with the footpaths between the greenhouses. I even threw in one of the largest vines that snakes its way out of the greenhouses, visible toward the bottom right:

In the background, you’ll see that I’ve begun the curtain walls around the greenhouse area. These were actually there in the original design of the castle, even before the greenhouses were added in Chamber of Secrets; they just had to be pushed outward a bit to accommodate that addition. Here’s a better view of their progress:

See where the wall stops on the right? That’s going to be the site of the final greenhouse structure, the domed conservatory that also acts as the only way out of the greenhouse courtyard and into the grounds. But I’m going to save that for the next post. I’m hoping to even share something I’ve never seen before: an interior view of that conservatory*!

In the meantime, I’ll leave you with a slightly different aerial view of the POA model so far. Still plenty more to be done, but we’re getting closer!

* If they happened to include the conservatory interior in any of the video games, let me know! I haven’t played them but I’ve looked through longplays on YouTube and never spotted it.

Rescaled Bricks & Greenhouse Dragons

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!

Starting the Greenhouses

Hogwarts got its greenhouses added in Chamber of Secrets. They sat undisturbed in what was formerly an open courtyard until Deathly Hallows Part 2, at which point some adjacent architecture was removed and the greenhouses expanded a bit to fill the empty space.

My own 3D recreations of these greenhouses provided some fun challenges right off the bat. As I alluded to in the previous post, I was surprised to realize that they are not all identical. I mean, I knew that there was a lean-to attached to the wall of the castle as well as a domed conservatory out front, but I’d assumed the other greenhouses were octuplets. No such luck. The ones that run parallel to the Long Gallery aren’t quite as long as the ones that run east-west along the north facade, though they’re made of the same basic building blocks.

As always, I wanted to get the details and dimensions right. Without much in the way of detailed technical drawings, I resorted to making some quick-‘n’-messy diagrams to organize my thoughts and measurements.

Quick and messy, like I said, but it really helped me figure out how to proceed with the modeling. I started framing just one wall of just one greenhouse, laying out the largest support posts every 10 feet. Some of these will eventually have sculpted dragons on top, but those’ll come in a future blog post:

Blender’s Array modifier makes it easy to just work on one segment and have all the others update accordingly. No textures at this point either – I knew the white paint would later need to be scuffed up a bit.

Adding more details, temporarily pretending that the greenhouses don’t have any doors:

The familiar question of whether to follow the miniature or the set cropped up yet again. Actually, it’s more complicated. The greenhouses didn’t show up often in the films, but they got a glorious establishing shot in Chamber of Secrets. The VFX team put together a very impressive shot that moves across the lake, over the grounds, and right through an open window into the lean-to, AKA Greenhouse Three. The shot combines the 1/24th-scale Hogwarts miniature (and CG background) with a live-action plate shot on the greenhouse set, and it’s pretty seamless, especially for the early 2000s. But the camera has to go right up to the greenhouses, exposing a lot of detail…and at 1/24th scale, some of that detail wasn’t going to hold up. So they built separate 1/8th-scale miniatures of the three greenhouses the camera would get closest to. For whatever reason, while those larger bespoke miniatures match the design of the set, the main castle miniature is slightly different. I’m mainly talking about the windowpanes – they’re narrower and more numerous in the main castle miniature.

Sooooo…what to do? Follow the set and 1/8th-scale miniature, or follow the 1/24th-scale miniature? I take these decisions on a case-by-case basis, and for the greenhouses, I ultimately went with the wider windowpanes from the set and 1/8th-scale miniature (for a variety of reasons).

Here we go – doors and details and preliminary materials.

Starting to add the beams for the roof:

Hey, it looks kinda like a greenhouse!

By this point, I had been really debating exactly how much interior detail to do. This project file just keeps getting bigger and bigger, which means my computer has an increasingly hard time keeping up. It’s thus in my best interest to only include the details I need – but of course, the greenhouses are rather transparent, and I still wanted to them to “read” correctly from the outside. Once I had them fully enclosed, I was able to see how the materials interacted with the light and decide how much interior detail I needed to include. Not much, it turns out, as long as I don’t let the glass get too crystal-clear:

Some of the geometry got slightly messy as I went around the corners of the greenhouse, trying to respect all the various reference images as much as possible, but I’m pretty happy with the result:

For a moment, I thought all I had left to do was sculpt the decorative dragons on top, but then I remembered that I needed to pop the roof hatches too – otherwise, how would the camera float in for that great shot in COS?

(These are all open at random angles, BTW…I’m anal, but not anal enough to match them exactly.)

Anyway, I’ll be sculpting the dragons next, but we’ll save that for a future post, hopefully in video form. I’ll also need to create all the other greenhouses using the same components. See you next time!

Finishing the Bell Towers – “Azkaban” AND Original Versions!

Here we go – those bell towers need to be completed. I finished the intricate openings and decorative motifs in the middle parts of the towers. Fortunately, these never changed in any of the films, even when the tops of the towers changed, so I only had to create them this once!

Then, to complete the bell towers, I added the tops of the towers, which are very similar to the top of the central tower – just shrunk by about 23%, and with a few minor design differences. I was grateful for this not only because it allowed me to reuse elements from the central tower, but also because I discovered a mistake in the central tower in the process. All fixed now!

Of course, there are two versions of the bell towers: the original design, and this Prisoner of Azkaban redesign. With the latter complete, I decided to switch over and do the former as well!

Sadly, photogrammetry is no help when it comes to the original tops of the bell towers, but their simple design is pretty easy to eyeball. A few of the smallest details were educated guesses – for instance, I’ve added windowpanes in a few areas that could just be openings.

Anyway, enough talk – let’s compare the two designs! Drag the slider below to compare the original Sorcerer’s Stone design (left) to the Prisoner of Azkaban redesign (right). (The smaller tower above the Long Gallery will also come and go, since that was added in Chamber of Secrets.)

Here’s a reverse angle:

Surprise – there’s the original design of the central tower, too! I snuck that in there as well.

Viewing the whole castle from lake level, you can really see what a difference this simple redesign of these three towers made in the castle’s overall silhouette and character. My model is also looking a lot more complete overall!

Adding the wall between the bell towers was easy, since all of its elements are similar to stuff I’ve already created. I briefly considered tackling the greenhouses next, but then I got distracted by the adjacent walls that bring us to the training grounds tower and the middle courtyard, which will probably be where I go in our next blog post.

In the meantime, Ms. Rowling continues to tweet disappointingly misguided things about transgender people. For what it’s worth – if you, dear reader, happen to be trans, non-binary, or a member of any other oft-marginalized community, know that this Hogwarts (incomplete though it may be) will always be there to welcome your awesome self, and so will I.

Side Project Complete: SS/COS Grand Staircase

Haha! It’s finished – the version of the grand staircase from the first two Potter films! Join me for a complete video tour!

To get us to this state of completion, I had to add the remaining doorways on the landings:

Then came the big window at the back. Much of the molding is taken directly from that Oxford design I created in the last post. The scene beyond the window is a bit of a cheat…I just did a nighttime render of part of the main castle model, blurred it, and dropped it in like a scenic backdrop in a real set or miniature. It’s not perfect but it gets the job done.

With these elements in place, the only thing remaining was the paintings…but I decided they’d be too much work, I’m omitting them, at least for the time being. They don’t have anything to do with my main purpose (understanding the geometry of the stairs) or my secondary purpose (examining the scale of the space).

Speaking of which, here’s the long-awaited scale comparison between the castle exterior and the grand staircase interior!

They kinda almost fit together at the intended in-universe scale! Of course, if you include all the digital extensions at the top or the extra miniature passes used to extend the bottom, that all goes out the (beautifully mullioned) window. But I think that’s kinda okay.

This concludes my work on this side project…it’s been a fun one! Now back to the main castle model.

Building the Grand Staircase “For Real”

Let’s return to my efforts with the separate model of the grand staircase from the first two films, as described in this post. With mockups and tests out of the way, it’s time for a real attempt at modeling the grand staircase! All of the flights of stairs in that room (other than a few at the bottom) have identical designs and dimensions, so I’ll be able to do a lot of duplication here. We’ll start off simple:

Cool. Next comes the room itself, or at least a very basic start at representing its shape. Starting to duplicate some elements, throwing in some basic lighting and coloration…

Yeah, this is gonna work. I decided from the get-go that I wanted this side project to be geared toward Blender’s Eevee render engine, rather than the slower but more realistic Cycles engine I normally use. Makes it a lot quicker to churn out renders as I go.

I started messing with the animation early on. This adds a whole different level of complexity to the project, since the motion of the stairs also affects the configurations of the handrails…and typically when one flight moves, another has to move to get out of its way…but the flights can’t all move simultaneously without colliding into each other…yeah, it’s tricky. Still, I was able to get the first few flights working with fairly minimal “cheating” – here are two views with all the swiveling stairs (so far) in their two main positions.

To help you get oriented, the long landing at the bottom right (with the baluster shadows on it) is where Harry and friends first emerge into this room. I just haven’t built the archway through which they enter, or the rest of the set beyond. The first render reflects the way the model was built; the second reflects the alternate positions after the stairs have rotated.

One thing that helps with this is that I’ve activated backface culling for the room itself. In computer graphics, each surface “faces” a particular direction; we call this the normal. Ordinarily you can see the surface from either side, but with backface culling, you can only see it from its “front” side. I built the room so its normals all point inward, which means you can always see into the room, no matter what angle you’re at.

I paused work on the staircase to switch back to some of the other stuff I’ve more recently posted about, and that’s when I hit a snag…another fan turned me on to some old issues of Cinefex magazine that describe “an eighth-scale, forty-foot miniature, laid on its side to aid construction and photography” (#88, regarding the first film) and “a 40-foot-long staircase miniature built previously” and reassembled as it was before (#93, regarding the second film).

This stumped me. Hard. The model was indeed laid on its side, but at 1:8 scale, the various real-world items strewn about in construction photos would look much, much larger than they do. And if the miniature still measured 40 feet along its longest side at 1:8 scale, that would make the “real thing” 320 feet tall…and by my calculations, it should only be in the low 200s.

Ultimately, I’ve decided to press forward with my original dimensions, essentially disregarding the Cinefex figures. My best hypothesis is that the reference to 1:8 scale is incorrect – probably a misreading or misremembering of 1:3 scale – and the 40-foot figure isn’t the distance from the room’s bottom to top, but from the open wall nearest the Great Hall to the opposite wall with the large window. That math actually works perfectly if the scale was indeed 1:3.

So I continued building the rest of the flights of stairs. It turns out a little more “cheating” is necessary than I originally hoped…some of the balustrades are going to have to magically pop out of nowhere. But then again, the castle is magical. And the only alternatives are to leave unprotected ledges 200 feet up (yikes) or to have some of the balustrades sweep right through the landings, knocking off any students in their way (yikes again).

In any case, I’m mainly focused on the configuration in which the model was built; all the stair movement was digital (other than the one full-sized flight on the set that actually moved). The movement is just a bonus. With all the flights in place, it looks something like this:

The walls, floor, and ceiling are still just placeholders, really, and I haven’t added the lamps below the landings yet. But the stairs themselves are all accurate! Notice how they form two unconnected spirals that switch sides at the top and bottom. In a future post, we’ll add more detail to the rest of the room, and maybe some less generic materials. Then come animations and flythrough/around videos!

A Detour on the Grand Staircase

All right…the main model is still going strong, but I’ve found myself intrigued by a side project: the grand staircase, AKA marble staircase. Much like a parking garage, its interwoven spiraling structures are hard for my brain to visualize, which makes them fascinating to reconstruct.

I’ve specifically focused on the version seen in the first two films…after that, it went through some changes, though those changes remained subtle until Deathly Hallows. But in the first two films, it seems to have been brought to life with the same miniature and full-sized partial set – with digital augmentation. (Incidentally, based off of the few images of the miniature I’ve found, I’m pretty sure it was built on its side at somewhere around 1:3 scale…but don’t quote me on that. If I’m right, that would make the miniature over 50 feet long.) [EDIT: I’ve now found a source that claims it was a 40-foot miniature built at 1:8 scale, which doesn’t seem to work mathematically. I’m not sure what to make of this.]

Initially, my primary goal was to replicate the set. I figured the miniature was kind of its own thing, and I got to work aligning technical drawings and photogrammetry and so forth just for the set. (Each of those small orange shapes is where the camera was for a specific frame from the film…pretty cool to see how the camera moved through the space!)

After more closely studying both films, I came to realize that the available reference material does consistently and explicitly establish the spatial relationships between the set and the miniature. (Thank goodness the different paintings and frames provide excellent reference points!) So I changed tack: the new goal was to create a single model that brought the set, the miniature, and the digital elements together. This was aided by a bit of photogrammetry from Chamber of Secrets that worked WAY better than I thought it would:

So the good news is that I had a lot of information to work with. The bad news is…it was a lot of information! This room is enormous and very repetitive, so it’s easy to get lost in the reference images and forget which staircase is which. I tried to just jump right in with the modeling, but confusion set in pretty fast, so I decided this would just be an exploratory first pass. I kept this mockup simple and not super precise. Still, I kept getting lost, so I spent a long while color coding flights of stairs in both the model and in my reference images. Here’s a glimpse of just part of that process:

It looks like a gaudy mess, but for the first time in my life, I understood the complex geometry of the grand staircase! Things I learned:

  1. In plan view, the stairs form three adjacent squares. The flights that actually move are all part of the middle square.
  2. There were definitely at least 36 flights in the miniature – more likely 38, but I can’t find a clear angle confirming the last 2. Regardless, these cover 19 different levels, each 10 feet high. Almost every levels has 2 landings on opposite walls of the room. (I’m hesitant to call these floors, since Hogwarts isn’t really supposed to have 19 of those…but each landing does have a door…)
  3. In the miniature’s “default configuration”, so to speak, the flights are organized into two separate helical pathways. In the middle floors, these each spiral in a clockwise direction as they ascend on opposite sides of the room. Toward the top and bottom, the two pathways intertwine so they can switch sides. Through most of the model, the two paths are identical; they’re just rotated 180 degrees relative to each other.
  4. The bottom-most level is a bit irregular and doesn’t follow rule #3.
  5. If all the flights that form part of the middle square rotate 90 degrees from their bases, you end up with more of a DNA-like double helix, as opposed to two side-by-side helices.
  6. In the first film, we look all the way up and the stairs seem to continue into infinity. The most distant stairs were added digitally to obscure the top of the miniature. These aren’t part of my model.
  7. In the second film, the camera moves swiftly downward through the miniature; the set is composited in toward the bottom. Below the set are still more stairs; these were created by shooting the miniature again from a different angle and compositing it in as the bottom.

Clear as mud, right? Yeah, it’s hard to visualize. But the rough mockup was a success in that it gave me a clear roadmap for making a serious attempt at modeling the grand staircase. I’ve already begun, and I’m looking forward to sharing the details in a future post! In the meantime, here’s an orthogonal elevation-style view of the mockup, just for fun.