GOF Viaduct Courtyard Area

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.

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More Terrain Work

Sculpting, sculpting, sculpting…slowly, with many hours of rest to avoid aggravating my stupid arms…

Wrapping up the sculpting on this chunk of landscape:

Here’s an overhead view of the terrain so far. Play with the slider to compare the render (left) to a quasi-topological map (right):

The terrain just doesn’t look right, though, does it? I’ve been having a really hard time getting the colors of the rocks and foliage right. If I match one reference photo, it stops matching another…if I match one film, it stops matching another….if I match one lighting scheme, it stops matching another…if I match the rocks, it stops matching the foliage. Pretty tricky.

With more tweaks in this next render, we’re getting closer…

Then I paid a visit to textures.com and grabbed some rock photos. I scrambled those up together and used them to add a little photographic grit to my existing procedural rock texture.

We’re getting there! I’ll keep working on that texture. I also need to add some moss to the castle walls where they meet the rock.

Ending today with an unrelated render – I added a few more details inside the boathouse.

I reeeaaaally haven’t built this interior to hold up to this sort of scrutiny, so enjoy the rare close-up!

“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.

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!

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.

Transfiguration Classroom

In the early Potter films, scenes in Professor McGonagall’s Transfiguration classroom were shot on location in the chapter house at Durham Cathedral. As part of their efforts to make the original exterior miniature somewhat consistent with the location shoots, Stuart Craig and his team adapted the exterior of the chapter house as part of their design.

I say “adapted” because the details don’t really match. Still, it’s very clear that this structure just south of the middle courtyard (also adapted from Durham) was intended to be the exterior of the classroom.

Here’s the basic shape of the structure:

My “reference board” for this structure is one of my smallest. This is partly because it only existed for two films and partly because it’s not that big or complex a structure…but it’s also partly because reference is really, really scarce. Like…a couple of shots in Chamber of Secrets and a behind-the-scenes photo from Sorcerer’s Stone, plus the floor plan that sits beneath the model. Still, it’s enough to reconstruct what most of it looked like…

…except I have literally zero shots of the far side of the structure, the one facing the courtyard. I’d be in heaven if I could find a shot of the original miniature from an angle like this:

It would clear up my questions about the side of the Transfiguration classroom facing the courtyard, not to mention the original training grounds tower roof on the right. Again…maybe someday. In the meantime, I’m leaving the wall facing the courtyard blank.

Anyway, here’s the less mysterious side with all the nice details:

And, as promised last time, here’s a slider comparing the whole area in the first film (left) to the redesign in the third film (right), including the relocation of the suspension bridge:

Next up…dare I try to tackle the original quad?

Suspension Bridge & Gryffindor Girls’ Tower

When we last saw the Hogwarts suspension bridge in my project, it was an untextured but fairly complete bridge to nowhere. Then, a few posts later, I said that I’d hidden the bridge so I could do some reworking, and that it would return “eventually.” I didn’t really expect that “eventually” would mean two years and a pandemic later, but there ya go.

In the intervening time, I discovered some issues with my original recreation of the bridge, so I just rebuilt it from scratch. The suspension bridge moved in Prisoner of Azkaban; I decided to start with that version, as I did two years ago.

I found that the two ends of the bridge weren’t quite lining up, but that problem went away with some slight cheating.

One challenge is that our only truly close-up view of this bridge in the films is during the dragon chase in Goblet of Fire…but that shot features a different design, and I’ve chosen to ignore it.

Adding the details, and hiding the buildings to the north so we can get a better angle (and let some more light in):

I suppose it’s only fair to also include a reverse angle, this time hiding the south block (and rotating the sky/sun 180°):

But of course, as I said, this is not where the suspension bridge started out. Originally, it was closer to Gryffindor Tower and lower down – in fact, you can see the small building it originally led to on the far left side of the render above.

Back on the opposite (south) side of the ravine, the tower containing the Gryffindor girls’ dormitories originally stood directly above the other side of the bridge. (Not going to dig into the design choice to deprive the girls’ tower of a spire or any discernable windows…) That tower disappeared completely when the suspension bridge moved in Prisoner of Azkaban, although the Gryffindor common room set still hints at its existence.

Again, it’s easiest to see this with half of the castle missing. Drag the slider to compare Sorcerer’s Stone (left) to Azkaban (right):

I should say that I am NOT confident in the accuracy or completeness of the lower left area of the wall in the Sorcerer’s Stone version. The floor plan seems to indicate some sort of terrace or balcony; if it was actually built, I’d imagine it was similar to the one on the right side of the render, in appearance and height. Sadly, I simply cannot find any reference for this area of the original model, so for the time being, I’m just building the main wall itself. Someday, man…someday.

I’d like to show you a similar slider facing the opposite direction, but I think that’ll be more fun and more informative once I’ve built the Transfiguration classroom (AKA Durham Cathedral chapter house). That’s next up on my to-do list…stay tuned for more updates! In the meantime, I’ll leave you with a more familiar Sorcerer’s Stone angle of the suspension bridge area:

And hey, why not – just as a fun bonus, here’s an overhead shot, but with the SS and POA versions both visible and intersecting nonsensically. I’m including the mist pass too because it just looks frickin’ cool.

…and the “Sorcerer’s Stone” Training Grounds Tower!

We’re gonna start today’s post with the good stuff: before-and-after sliders comparing the COS-through-OOTP training grounds tower I finished last time to the original training grounds tower! (I’ll show you the process of creating the latter afterward.)

For each slider below, the SS version of the tower is on the left and the COS-OOTP version is on the right. Notice how little the lower areas of the structure change, and how much the upper areas of the structure change!

Before I built this original version, I realized that I didn’t have the adjacent areas built in the SS model, which would make it look kinda funky. So I first took care of some housekeeping: duplicating stuff from the POA model to the SS model, creating new collections (folders) for different structures, etc.

The Defense Against the Dark Arts tower moved in Prisoner of Azkaban, so I created a copy of it and moved it to its original position. I also removed some asymmetry from the Durham wing that was introduced in Azkaban to make room for the Dark Tower:

God, I get so nostalgic for those candle snuffer roofs on the Durham wing from the first couple films.

Anyway, as you’ve seen with the sliders, the lower areas of the COS-OOTP training grounds tower are identical to the original design from SS; they just redesigned most of the upper areas. So I brought a copy of that training grounds tower into the SS model and started ripping off all the top parts that were different. Here’s a fun render partway through that messy process:

Ugly, innit? Well, if you want to make an omelette, you’ve got to crack some eggs.

There, now the metaphorical eggs are beginning to set! Nearly done:

The roof is tricky because in addition to the gable, there seem to be some flat areas, but I don’t have any good shots from above. This is another area where my ideal levels of accuracy and precision simply aren’t going to be possible, unless some kind soul manages to send me reference photos or technical drawings of this spot that hasn’t been part of the miniature for almost 20 years now.

This seems to be the best inference possible from the available information:

Its central courtyard is particularly mysterious. It corresponds to a space at Alnwick Castle that was used in a brief scene in the first film, but the shape is so different in the miniature that it’s impossible to know what sorts of architectural details were in there. In the video game, the courtyard is omitted altogether, continuing the flat roof over the entire thing; you can see it at 3:07:02 in this video. But that castle has numerous other inaccuracies, so I take it with a grain of salt.

One of the things that’s starting to stick out for me is the lack of flashing on all my roofs. It definitely hurts the realism. I’m going to need to fix that at some point.

Anyway, here’s one last shot of the finished tower! Next, I’ll probably finish up the SS-era curtain walls. See you next time!