It has been a Blender-filled Easter weekend where I set myself the challenge to 3D model my own interpretation of Hull’s Beverley Gate in the 17th century- see my first post!
After many hours of tweaking settings, I’m now at the stage where I’m happy enough to share it…
There is always much room for improvement in the modelling process. As an architectural historian my focus is mainly on the building fabric, plan and style but my scenes are devoid from human population for the ‘uncanny valley’ reason. Charles I being refused entry into the city by the Hothams would provide more of a historical context to the scene but it will add many more hours of modelling and research.
The interpretation was created using archival and local studies material held at the East Riding Archives and the Hull History Centre. A publication which provided particularly helpful information was “Beverley gate, the birthplace of the English Civil War” (1990) by David Evans and Bryan Sitch, featuring a line drawing interpretation which this 3D model is mostly based on- including the Dutch architectural influence, gables and structural form of the two guard chambers.
Beverley Gate has a fascinating story and is one of high historical significance. On the 23rd April 1642, the gate was the location where Hull’s Governor, John Hotham, and his son (also named John Hotham) refused Charles I entry into the city- as a result being one of the catalystic moments of the English Civil War (and the subsequent executions of the Hotham father and son). It is a well-known story and gives the site national importance.
Using Blender, my latest visualisation of Beverley Gate will be based on both artist impressions, archival and secondary source material, held at the Hull History Centre, Hull Museums and the East Riding Archives. I’m aiming to digitally model the gate as it was in 1642- this means it will be a complete architectural structure and not the romanticised version which you can see in George Arnald’s lovely painting “Charles I Demanding Entrance at the Beverley Gate, Hull“, c1819- though I’d love to model this version too!
So far I have modelled the main gate structure, drawbridge and surrounding landscape. The next step will be texturing, finishing touches and hopefully being able to upload the model onto my Sketchfab account- more posts to follow!
It’s finally online! All the 3D work I’ve been posting recently on York St Mary’s Abbey is all in this dissertation submitted for my MSc in Digital Heritage at the University of York (Department of Archaeology) 🙂
This link will take you to my page on academia.edu where you can view/download the paper:
Abstract: This paper deliberates how gaming theory and technologies can be applied to historic architectural visualisation for educational use by museums and its pedagogical potentials. It presents a proposal for a pedagogical digital game, Pilgrim’s Peril: St Mary’s Abbey, based on a qualitative survey and the discussed issues throughout the paper on Serious Games, commercial games and digital learning methods. Issues such as authenticity, gamification, edutainment, place and narrative are also considered together with the social and cultural significance of fusing gaming with historic architectural visualisation.
It’s been awhile since I’ve last posted as its come to the time where I need to be writing 20,000 words for my dissertation to accompany this Blender3D project!
Since my last post I have added a UV sphere as a background and mapped a sky texture to the mesh. I have also crenellated the abbey precinct- most of the hand-drawn “artist impressions” of the abbey have featured crenellated walls therefore I decided to include it on mine.
I have started to develop some of the pathways using a dirt texture and used the “shrink wrap” modifier to make the mesh mould to the shape of the ground as the ground isn’t completely flat or at a level height (if anyone knows an easier way please let me know! 🙂 )
I still need to model more of the other buildings in the abbey precinct once I’ve finished researching them. I also need to finish modelling windows and doorways on the buildings already in the model as a lot of the buildings still have blank façades. I’m hoping to create more varieties of foliage too, though the architecture has priority.
Just a little update! After creating the medieval form of the Hospitium (see previous post) I imported the model into my main abbey file and used the same model, but slightly amended, to form the length of buildings that lay parallel to the River Ouse.
From the screenshot (a very murky day!) you can also see the beginnings of the gatehouse and St Olave’s Church to the left of the abbey. I have also started planting some trees (the sapling tool is very handy for this) and hope to populate the grounds with a lot more foliage as I finish constructing the other buildings.