More “Forbidden Journey” Queue Photogrammetry

Before we get to the meat and potatoes of today’s post, here’s a comparison requested by blog reader “The Englanderish.” We’re looking at the original design of this area (left) versus the Goblet of Fire redesign (right), but with their positioning adjusted so that 2the Great Halls line up.

Anyway, let’s build off of this previous post with interior photogrammetry for Harry Potter and the Forbidden Journey! The Hollywood version, that is. Here’s the single rider queue snaking up to the second floor to rejoin the main queue in the (roughly sized/positioned) Gryffindor common room:

As I’ve described in the past, this photogrammetry is just a tool to provide me with dimensions and layout for areas where I don’t have sufficient technical drawings. I’ve never seen any blueprints of this ride’s queue. So no matter how fragmentary these automatically generated models may be, they’ll be invaluable when I try to actually model everything.

Here’s the start of the Express Pass queue:

This room feels reminiscent of the Chamber of Reception. Not a bad way to make up for skipping the first part of the normal queue. Some of the talking portraits are also duplicated here, in order to provide a similar experience for riders with Express Pass.

The Express Pass queue ends up next to the main queue in Dumbledore’s office. From there they continue into the Defense Against the Dark Arts classroom and proceed toward the Gryffindor common room:

I know it’s confusing to look at. Here’s a mildly helpful plan view of the second floor (first floor, for you Brits) so far:

Still more work to do, but I thought it’d be fun to share my progress.

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“Forbidden Journey” Dungeon Interior Layout

My arms have still been giving me intermittent RSI problems. But even when I can’t work on the project, that doesn’t mean my computer can’t! I’ve always wanted to figure out the layout of the indoor queue for Harry Potter and the Forbidden Journey at Universal Studios Hollywood, and without floor plans, photogrammetry is the best method I have for measuring it out. So I set up some Meshroom projects, prepared frames from some YouTube videos, and let ’em run while I rested my arms.

All I’ve got so far are the dungeons, on the ground floor. Functionally, these are just a way to get people from the entrance in the front of the building to the greenhouses in the back. In terms of story, these give the rider a chance to see the Mirror of Erised, the statue from the third-floor corridor in the first film, the entrance to Potions, the entrance to the kitchens, and so forth.

Kinda hard to understand what you’re looking at. Maybe a plan view with a faint aerial photo beneath it will help?

Funnily enough, the entrance to the kitchens does seem to be beneath the Great Hall, just as it is in the books.

Anyway, for good measure, here’s a quick flyaround animation:

Of course, this is missing the lockers and the retail space and the ride exit and any number of behind-the-scenes areas that I assume fill out the rest of the ground floor. Maybe someday.

Eventually I’ll do the main part of the indoor queue on the upper levels. Then the hope is to actually build a proper model of the exterior, and probably as much of the interior as I can as well. But since I’m busy with other parts of the H4D project right now, I thought I’d at least share a glimpse of what I’ve got so far.