SS/COS Moving Stairs, Continued

Let’s take a detour back to the moving staircases of Hogwarts! Thus far, as seen in this post, the environment has been very generic – just a tall rectangular space of the correct dimensions. Let’s fix that.

The biggest problem – we’re talking physically biggest – is that there’s supposed to be an extra chamber in the bottom section where the big window goes. Even if I’m not going to add the window yet, I can at least add that chamber:

Notice also the addition of a blue screen floor. This sits at the floor level of the actual set and also corresponds roughly to its footprint. Below that, I’ve lowered the main floor to reflect the slightly greater depth of the miniature. This is important because I won’t have room for the whole window if I leave the floor at set level. (The window only existed in the miniature, as far as I’m aware – though that changed in the redesigned Prisoner of Azkaban set.)

Next step is to hide the blue screen floor and add the lamps that help light the space:

(None of this is intended to look as realistic as the main castle model…the materials are very basic and these are just quick renders with Blender’s Eevee engine, which specializes in speed at the cost of physical accuracy.)

With lamps in place, let’s start adding the passageway that leads to this room from the Great Hall/Chamber of Reception area. (This was not part of the miniature as far as I’m aware, but it most definitely was part of the set.) This area is interesting because the production design draws very heavily on the real world – specifically, the steps at Christ Church Cathedral at Oxford, where the Chamber of Reception interior scenes were shot. You can see this most clearly with the large stone arches, which were built to match the ones at Christ Church, tying the sets and location shoots together into one shared imaginary space. The doors to the Great Hall set use the same arch design as well…a fact I’m grateful for, since the Warner Bros. Studio Tour was kind enough to post detailed drawings of those doors. You can see the same design on the castle exterior model as well, though I haven’t built those parts yet.

As always, things start with a confusing mess of intersecting curves that gradually coalesce into something more recognizable:

One of these arches is used as the entryway to the main room with the moving stairs:

Nice to be able to duplicate the design as needed:

Those rather ghostly outlines are caused by the same “backface culling” feature that allows us to see into the rooms from outside.

With more walls, details, and openings coming together, this area is starting to look quite a bit like the set…

…minus all the paintings, of course. As I see it, I have three basic options with those. In order of increasing difficulty:

  1. Pull a Filch and omit them entirely.
  2. Scatter the walls with a variety of paintings that look right overall.
  3. Try to match the paintings seen in the films, frame by frame, painting by painting (and fill in the gaps with option 2).

I’m currently sticking with option 1, but who knows?

In any case, there’s still more work to be done here. I need to add the rest of those smaller arched openings throughout the room, and I need to add the large, ornate window on the opposite side. Look for those in a future post! I also still hope to do some videos and scale comparisons and whatnot once this side project is complete. I might need to invest in a new GPU before then, since my current equipment is crashing if I try to render any more lamps with Eevee…