Great Hall Balconies, Pepperpot, & Pre-DH Boathouse

Work continues on the Prisoner of Azkaban iteration of Hogwarts! I guess my return to the project might have legs.

(Forgive the exposed interior glow panels on the right again.)

With the Chamber of Reception complete, I moved on to the terraces or balconies surrounding the Great Hall, plus the foundations below. Good lord, the geometry of these corbels gave me a headache as I tried to reconcile a variety of imprecise measurements and calculations. I’m pretty happy with how they turned out, though. And I sure was thrilled when the spacings of the corbels and the torches lined up! I added the finishing touches to the pepperpot as well.

This also afforded the opportunity to check out some angles not seen in the films, such as this nighttime view looking toward the head of the Great Hall from the balcony outside:

Soon I was faced once again with that perennial question: what next? At first I considered doing the crenelations outside the Chamber of Reception and the steps down to the boathouse, but as I assembled reference images, I found myself drawn to the boathouse itself.

It’s a simple structure with a lot of good reference out there, since it never changed till the digital rebuild of the castle for Deathly Hallows (when it was completely redesigned), and visitors to the Warner Bros. Studio Tour can get quite close to that part of the model. As a result, it came together pretty quickly. Here it is in complete form:

I really like that last one. I wanted the boathouse to “pop” in front of the similarly-colored castle behind it, so I went with a shallow depth of field and ended up with this render that kinda looks like a miniature itself. You can even see the witch-and-black-cat weather vane at the top. And, as I mentioned last time, I finally got a decent stone floor texture going, though I’ll probably still tweak that some more.

Next up…the boathouse steps, I suppose? Speaking of which, it just occurred to me that the first-years have to climb the height of a 14-story building to get from the boathouse to the Great Hall for their Sorting. Between that and the nerves, it’s amazing they all manage to stay on their feet.

3D Gryffindor Tower; or, Harry Potter and the Cursed Corbels

In the last week, I got fed up with some parts of the Prisoner of AzkabanHogwarts exterior near the suspension bridge that I really can’t find much information on. So I decided to switch gears and add more detail to Gryffindor Tower – in particular, I wanted to create the corbels that support the top part of the tower, where the boys’ dormitory is.

It turns out this is tougher than I expected, and it turns out explaining why is pretty tough as well. It has to do with the way the corbels shrink inward (or don’t) toward the center of the tower, and the way they extend all the way out to become part of the circular shape of the tower, and the way they have semicircular notches carved out between them. You can see a few examples of these designs in this shot from Sorcerer’s Stone, although Gryffindor Tower itself isn’t visible here.

This became quite a roadblock. Every time I thought I had it, Blender would spit out results that looked wildly wrong. So damn frustrating. So I did what any responsible adult would do: I threw up my hands and switched over to something completely different, a music project I’d been working on prior to the Hogwarts project.

As a result, I spent the last few days not thinking about polygons or Array modifiers or enchanted Scottish castles, and it turned out that this did a world of good…when a piece of missing hardware stalled my music project, I reluctantly decided to give the corbels another shot. And whaddaya know? I figured them out pretty quickly!

It took a mixture of Array and Screw modifiers on different objects combined with Boolean operations in a specific order. The results aren’t anything insanely spectacular to look at, but they’re decently accurate, and I should be able to use similar techniques elsewhere on the castle. (Ignore the vertical banding on the tower, by the way; you’ll sometimes see this in curved areas I haven’t yet bothered to smooth out.)

One interesting challenge with this tower is that some of the details actually change from shot to shot in a given film. The reason is simple: some of the visual effects shots in the films are actually composites of multiple miniatures on different scales. The main castle miniature was built at 1:24 scale, which is great from a distance. But for closeup shots, the team built larger versions of specific sections of the castle and composited them in with the main model. For instance, this VFX shot of Gryffindor Tower from Goblet of Fire is nicely broken down in a video at the Warner Bros. Studio Tour in London. The first image here shows a smaller model with part of the tower removed; the second image shows what it looks like when the larger, more detailed miniature of the tower is composited in, allowing for quite a close shot.

This wouldn’t pose any issues for my model, except that it turns out there are actual design differences between the different miniatures in some cases. For Gryffindor Tower, I was specifically noticing the cornice around the base of the conical roof. It has a decorative sort of double curve to it here, right? Well, compare it to the main miniature in this photo from the aforementioned Studio Tour:

The cornice is much simpler and flatter. I’ve spotted a few other spots that change like this. So that raises the question…which version do I create? So far, I’m mostly opting for the most detailed versions I can find; notice that my render above includes the more detailed version of the cornice. But I’ve got to admit, it feels weird to built something that doesn’t fit with the design of the main model. (That’s another reason the suspension bridge is tricky, incidentally…its design actually changes depending on whether we’re looking at the main model or a closeup.)

Anyway, I gotta go build some more castle windows. More updates soon!