Monday, February 5, 2024

Design Notes on Sight Lines: Roads, Paths, Sidewalks, and Track

Main street on LOL II, aka the 'Way Out Layout'

Photographing the Red Car Barn revived my thinking about an organizing principle I like a model railroad to have: lines I can sight down. Along with buildings one can see into and through, I consider interesting sight lines essential. I like to have a sun roof in a car too, but that's another story :-)

These lines can be provided by roads, paths, sidewalks, and of course track. It was on the LOL that I first played with lines, mainly through the addition of roads and sidewalks to connect the different parts of the layout. I'd look at various areas and think, could someone walk or drive or cycle there, or if they took the train or streetcar, how would they get around when they got off? I made physical changes in answer to those questions.

I think when I had developed the layout to a certain point sight lines became obscure, and that was a contributing factor to me taking the LOL apart. Looking back, when I added a shelf extension for the World's Biggest Bookstore I inadvertently changed a long, open view of the main street into a canyon that was harder to look into. Some interesting pictures resulted, but in the end it was limiting.

Ocean Alley
The follow up to the LOL, the never finished Alta Vista TC, was a sight lines disappointment. I didn't learn from bad sight lines created on the LOL. I built a main road on the Alta Vista TC for the streetcars walled in on both sides by buildings. I focused too much on having open real estate for buildings, and not enough on looking at them and the streetcars once everything was in place. I'd have to look over the back sides of the buildings to watch the streetcars. Eventually it seemed to me that as well as being far too big for my workshop, it didn't have enough possible views, and was going to become a boring exercise in making buildings simply to fill in open spaces along the main drag. The main drag was a going to be a drag.

So, on LOL II, the main street (still unnamed) is built up on just one side so I can get as many long views, or sideways panoramas, as I can dream up. There're no buildings 'on the other side' blocking my view. The one way street, Ocean Alley (name still up in the air), is a quasi-canyon: buildings on one side and a broken edge of trees, buildings, rocks, and small buildings on the other, but there's a long, so far interesting sight line.

Then there's the sight line from the parking / unloading track that starts at Ocean Alley and sticks into the pad where the urban buildings are located.










And there's the view down the track that runs along the edge of the beach. You can also see the parking / unloading track that intersects Ocean Alley that I previously mentioned.










The last long sight line runs along the dirt path that starts around the Red Car Barn, snakes past the surf shop, beachside cottages and the Ocean View Hotel, and ends at the Barbecue off in the distance  



The bird's eye view shows dense packed buildings in the urban area. From above it's certainly not realistic, but there is method to my madness.

A few months ago I was cleaning up the workshop and moving things around. I collected up all the little buildings I could see and randomly set them on the layout just to get them out of harm's way. All of the Toronto buildings went upstairs and were placed on a shelf.

After I'd done a bit of tidying up I glanced over at the layout and rather liked the jumble of structures. It had that packed in feel I was looking for. Organizationally it was wrong, but it felt right.

The next day I started to slide the models around, looking for sight lines and opening walkways to the sidewalk along Ocean Alley. This created a number of secondary and shorter sight lines out to the ocean. I also found many of the buildings were in need of minor repairs, so maintenance was done along with urban planning. 

Planning a downtown Toronto micro layout
I also realized that my Toronto buildings were going to need their own little layout to properly capture the feeling I wanted to get across with them - that's something else I wasn't able to accomplish with the Alta Vista TC. 

While in an urban planning mood I did a bit of fiddling with those buildings too to see if a micro-layout would suffice. It turned out a layout a little larger than micro sized might work, but development of that is for another time.

I'm not done fiddling with the LOL II's organization, but I feel it's heading in the right direction. Maybe it always will be just heading somewhere and never really arriving. That's ok as long as it keeps heading to interesting configurations. 

I know this isn't model railroading. It's just me creating a layout based on what I like and want to look at. It's just playing around.

Getting back to the LOL II, this is one of the secondary walkways that connects main street to Ocean Alley. At the entry is the Towers discount store on the left and the Chapters on the right. You can see one of the tall beach spotlights off in the distance.

There are 4 of these secondary sight lines branching off the main street.


I made sure the little Centennial Experimental Farm, LOL III, layout also had a main sight line: the pedestrian gravel path that runs the entire length of the layout from the street .....


... to the apex of the turn around loop. The visual implication is that the path crosses the road and leads to the farm's other facilities.

There's also a secondary sight line along the gravel path that is used to lead the cows from an off site barn to the pasture on the layout. It crosses a road and the streetcar has to stop at the crossing.

So the paths lead the eye into the layout and are used to imply there's a surrounding world of which this is a piece.

 

Establishing sight lines on the Loonar Module was tricky, and I wasn't completely successful. I think it's because the layout is basically a circle.

In this case I tried to establish two leading into the centre of the island. One runs from the end of the dock and up the concrete steps to the shed at the top...

... and the other extends from the end of the causeway, across the circular test track, and up the gravel road to the parking spot.

I think in this case the visual interest is created by the 4 separate scenes - which blend into each other as one walks around the layout - carved out by the tall trees, which create an effective visual barrier. The Toronto layout will also use tall elements - skyscrapers instead of trees - to separate scenes.





EVRR's valley beyond the long dividing trestle
I'm not sure if E. L. Moore's Elizabeth Valley RR had any distinctive or signature sight lines. It doesn't look like it did. Maybe along the trestle that divided the layout in two?

I think what it was famous for was it's level of completion. Being a rather small layout at 4'x6' it was a good showcase of what a model railroader of modest means could achieve. The level of detail and finish that went into the layout was impressive, even by today's standards.

If it did have dramatic sight lines they would be difficult to photograph as it's my understanding that E. L. Moore used a Graflex press camera. Even a 35 mm SLR would be difficult to maneuver in and amongst the layout's features for dramatic perspective photos. The N-scale tribute layout and a digital camera might uncover some interesting views.

4 comments:

  1. That EVRR mountain sure is big on that side. Gonna make for a dramatic layout when yours gets coming along. That front side edge board will shoot right up over there.. but I can't forget that the left front isn't flat, either; most of the layout looks down into itself. If that makes sense.

    One day I'd like to expand my own so it actually goes somewhere instead of a loop over loop. Who am I kidding? I never run it as is.

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    1. I sometimes think there was so much emphasis on its detail and main bridge in the old magazine photos that the size of the mountainous area never really was captured for readers.

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