Starting the Hogwarts Landscape!

This post has been delayed by my repetitive strain injuries; progress is definitely slow right now. But as promised, it’s time to share my progress on the terrain surrounding Hogwarts!

The rocky crags have some rather squarish forms, so I thought I’d rough out the geometry with a bunch of separate low-poly rocks:

The idea is to create sections of rock that can be swapped in and out for different films. This entire swath of rock remained mostly unchanged throughout the films, so I was able to base the forms on photogrammetry from the Warner Bros. Studio Tour:

It may look awful like this, but it’s exactly what I was looking for. From there, I was able to start sculpting the individual crags to be more…craglike, and then using Boolean operations to join them into continuous objects for more sculpting. Here are some work-in-progress views:

I was feeling pretty good about this so far, so I started working in smaller details on the left…

…but I didn’t like the way that looked. It’s not the worst thing in the world; it’s just kinda…mushy. Indecisive. I wanted something that looked more confident, intentional, and realistic. I wanted to do better.

Fortunately, I’d saved a copy of the less detailed sculpt, so I went back and tried again. (I’d been reading Adam Savage’s Every Tool’s a Hammer – great book on creativity – and I was feeling fired up about the value of learning through failure and iteration.) This time, I more deeply studied photos of the miniature, as well as photogrammetry of the rockwork at Universal and photos of real coal. (The rocky areas of the miniature were molded from a huge slab of coal.)

The next attempt felt better:

Another difference is that I shaved off some areas on the left – I realized that those changed in Goblet of Fire, and this chunk is just supposed to be the parts that remained the same until Deathly Hallows.

Here I’ve finished that medium-scale detail pass for the whole chunk (and made the temporary gray material less shiny):

The left edge is where the terrain starts to diverge starting in GOF, the top edge is where the terrain changes in COS to accommodate the greenhouses, and the big opening at the lower right is actually how the miniature was built. (In the films, this is generally where the miniature joins up with the surrounding landscape, accomplished through digital matte paintings and CG and whatnot.)

Here’s the same shot with some texturing applied:

I’m calling that chunk finished…for now. I still need to add grass, trees, and shrubs. I also might go in and sculpt a finer, sharper level of detail, probably using textured brushes, but I’m going to see if I can get away with this level for now. It’s always a tradeoff between getting enough detail and avoiding inordinately long render times (and slow overall performance).

Want to watch the whole process come together? Check out the video!

Next I’ll need to apply the same techniques to create the rest of the landscape. Hopefully I’ll have more progress to share soon!