I’m back! I’ve been way too busy to put much time into Hogwarts, but I’ve been able to sneak in enough moments here and there to have an update for today.
Big staircases with lots of landings and odd angles aren’t necessarily super fun for me, but they’ve gotta be done. The GOF version of the boathouse stairs kept the same look as the original, but they were all reconfigured so they could meet up with the viaduct courtyard. They only changed once more, in DH, when the viaduct courtyard and boathouse both changed.
I started cannibalizing bits and pieces of my original build to create the GOF version, working from the bottom up:
At this point, it was just about getting the pieces in place. I knew I’d fix all the spots where they intersect once I had the overall setup right.
As I finished arranging the different flights and landings, I was surprised to discover that the steps were vertically overshooting the viaduct courtyard by a significant margin. On the left is the too-tall version; on the right is the same thing after squashing the whole thing down a bit:
Then it was just a matter of clipping off all the extra bits so the pieces actually fit together neatly – the most tedious step of them all – and adding the flambeaux that light the way. Here are the complete GOF steps on the right, compared to their predecessors on the left:
We’ll wrap up for today with an interesting plan view of the GOF castle, with the original boathouse steps superimposed as well:
The next additions to the Goblet of Fire castle were the “pepperpot” and the foundations of the viaduct courtyard:
I like that angle!
Next, I moved back around the backside of the Great Hall to begin adding the quad building. The south wall was changed in GOF – a new archway acts as another entry into the quad itself.
Speaking of the quad interior, check out this POA/GOF before-and-after:
I should reiterate that some parts of this are a little speculative…I don’t know for sure that the lower floor, the cloisters, and the fountain were still there in POA. But the best evidence seems to point toward that being the case. And as a reminder, the balustrade toward the bottom left in the POA version is pretty speculative too. And of course, if you’ve played the video games a lot, the lack of cloisters on the right might look pretty weird, but as far as I can tell they never came back after POA.
I’m starting to notice an interesting shift in myself. I’ve tended to think of myself as having an especially big soft spot for the first few castle designs. But as I move the virtual camera around my growing model of the GOF castle, I’m appreciating its aesthetic more and more. It holds up really well from a lot of angles. They did a really good job of choosing camera angles that flatter the earlier castle designs, obscuring some of the clunkier elements. But the GOF castle doesn’t really have many bad angles to begin with.
Anyway, here you can see me preparing to add the viaduct:
And now with the viaduct in place:
It may seem like that would be a simple matter of dropping in the existing viaduct, but it actually took some effort. The switch from the Chamber of Reception to the courtyard causes the whole viaduct to swivel a little, and I had to compress it a bit to fit the new angle. I wonder if the original modelmakers had to rebuild the whole viaduct from scratch or if they were able to squeeze the original viaduct into that space somehow?
Anyway, my next move was to drop in a whole bunch of stuff from the POA model that didn’t change for GOF, creating a much more complete castle:
As part of those efforts, I also finally added a missing detail at the base of the Dark Tower – a little entry stairwell that’s hard to find shots of. Here’s my best attempt at bringing it to life, based on the available information:
The main elements the GOF castle still needs are the owlery, the boathouse steps, and the terrain. Saving those for a future post!
When we last saw the Goblet of Fire Hogwarts model, I had grabbed some elements from the clock tower area and duplicated them in front of the Great Hall. Since then, I’ve adapted those elements to create the new entrance hall and viaduct courtyard.
Here’s the fixed-up version (right); slide to compare it to the render from last time, just showing the unaltered clock tower and courtyard elements (left):
(Ignore the way the “link building” roof gets steeper; that’s just a fix because I realized I’d made it too low.)
Here’s are some miscellaneous shots around the area:
This next one gives a good sense of what details I put into the clock, as well as what details I didn’t:
Conspicuously missing in that last render is the “pepperpot” building next to the Great Hall – hence the gap in the balustrade toward the right side, immediately adjacent to the courtyard. I think I’ll probably be adding that building next.
If you’ve followed this project for a while, you know I jump around a lot. I’ve got a master “to do” list, but sometimes I get bored with an item – or, in the case of the walkways and cliffs from last time, sometimes I run out of references. So I decided to jump over to an all-new phase of the project: creating the Goblet of Fire iteration of Hogwarts!
I started with the south end, where the Great Hall is. Some of the surrounding structures didn’t change at all from the previous film, so I ported those over. But the Great Hall itself got tweaked and slightly repositioned. Let’s start with just the design changes – easier to compare the Halls when they’re still in the same spot.
Original on the left, GOF redesign on the right:
The main difference is that the front was lengthened. This section with the bigger window corresponds to the entrance hall, a set that didn’t really fit very clearly into any part of the original Great Hall/Chamber of Reception structure. When the length was extended, the dormer windows and central turret on the roof were adjusted to keep things visually centered. The turret at the back/top of the hall was also redesigned as well as duplicated at the front of the structure.
So that’s the new design. What about the new position? Well, it’s easiest to show that by overlaying the GOF Great Hall onto the original castle:
The original position is the one that’s higher up and closer to the big marble staircase tower. The new position allowed for a redesigned “link building” between the entrance hall and the marble staircase tower – again, better matching the interior sets – and put the Great Hall closer the same level as the viaduct and its new courtyard. (Originally, the Great Hall was significantly higher than the viaduct; students had to climb all those Oxford stairs in the Chamber of Reception to get up to the Great Hall.)
Here I’ve added the link building:
The reason the rest of the GOF castle is missing is simple: I’m doing it one structure at a time, whether that means simply making its previous version visible or actually building new stuff.
The next structures to tackle are the new front of the Great Hall/entrance hall building (replacing the Chamber of Reception) and the viaduct courtyard. I believe the courtyard was brought to life by redressing the clock tower courtyard set from the previous film. I started this area by duplicating and repositioning the corresponding elements from the clock tower area, resulting in…this:
Yeah, the clock tower is definitely taller than the Great Hall. Lots of other things to tweak, too. All that and more in a future post – make sure you hit the Follow button (at the bottom of the page on mobile, to the right on desktop) to get notified of new updates!
Still having RSI issues, but fortunately, sculpting doesn’t seem to aggravate them too much if I stick to the Wacom stylus in the right hand and the 3D mouse in the left. Anyway, more base meshes to be sculpted into the Hogwarts terrain:
You can see that I switched over to the first film’s castle there. I love the way the cliffs just under the back of the Great Hall buckle inward. They create a really cool silhouette that you can see in the first couple films. That area underwent small changes in Prisoner of Azkaban and then bigger changes in Goblet of Fire. It ended up with a convex shape that I find…more realistic, but less interesting. In fact, I think that whole corner of the terrain looks best in the early versions. It’s got some cool, designy rhythms to it, with asymmetrical outcroppings leading your eye upward to the Great Hall. They’re not as evident in the base mesh, of course:
We’re off the edge of the map here. Literally – I don’t have any technical drawings that go all the way out to this corner. But that doesn’t really matter, because it turns out the drawings aren’t very accurate for the terrain anyway. I don’t have any photogrammetry of this version of this area either, so it’s just a lot of flipping back and forth between different reference photos (with different lighting, focal lengths, resolutions, image quality, etc.) and trying to match every angle I can. It’s definitely a challenge. But it’ll be worth it to be able to showcase the way the landscape changes around the castle!
Anyway, that completes the base mesh for this chunk of the terrain…time to sculpt! I was a little nervous about the terrain on the two sides of the boathouse stairs matching up, since I’m building in two completely separate chunks. So it was exciting to see them starting to visually come together as if they’re one continuous landmass!
One of the amusing parts of this technique is just how insanely weird the undersides get:
It becomes very obvious that I started out by mushing a bunch of blocky shapes together, with no regard for how the bottom looks. Why not clean it up? I might at some point. But it’d probably be more work than it’s worth. I’m gonna stay focused on the parts that are visible.
The render below really showcases the difference in detail between my first sculpting pass and my second. The stuff to the right of the boathouse steps has had the second pass, while the stuff to the left hasn’t had it yet:
Even so, that’s starting to look positively Hogwartian!
This was the point at which I jinxed things by being too excited about the results I was getting. Something went wrong and shifted the whole cliff out of alignment in a weird way…twice. Still not sure how it happened. I had to revert to an earlier auto-save and redo a bunch of work in the area below…twice. Definitely frustrating. But it would have been way worse if not for the auto-saves…thanks, Blender!
That completed the first sculpting pass for this whole chunk of terrain beneath the Great Hall. The more detailed second pass should be in the next post!
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!