DIORAMA DETAILS – The Tunnel That Wasn’t: A Clever Optical Illusion, or Bad Scale Modeling?

A close-up view of a scale model diorama depicting a busy roadway with various toy cars, including a red truck, multiple yellow cars, and emergency vehicles, set in a miniature inspection area for racing. The scene features a partially elevated track in the background and miniature figures interacting with the environment.

Today I’m going to do something a little unusual and focus on a misfire. Specifically, a design element of my diorama that has never satisfied me, and that I’ve never really known what to do with. I was talking to a friend who was visiting me about this recently, and looking at it in person, he came up with an interesting idea about how to remake this area, but it’s one that I don’t know that I want to pursue because it would be both disruptive and potentially destructive. Even so, I sometimes feel like I need to do something about it…and then again, sometimes I feel like it’s just fine exactly the way it is, and I should leave well enough alone! I want to know what YOU think!

A detailed view of a model diorama depicting a busy street scene with various toy cars and buildings, showcasing the intersection near an inspection station.

The entrance to the inspection station, where racing cars are brought in by drivers and their teams, almost always on trucks or trailers but occasionally street-driven, is – and should be – separate from the spectator’s entrance at the main gate near the parking lot. Access to the inspection station is gained by an east/west-running street called Mesa Flats Road, named for the town directly to the west of Wardglenn, that crosses Bear Valley Road at a right angle and dead-ends at the track (an attempt was made in 1980 to rename the street “Whyte Ave” in honor of Drag City’s new owner Willard Whyte, but both the Wardglenn and Mesa Flats town councils balked at the idea).

Almost every racing track in the world has a dedicated entrance for racing teams and their cars, which only makes logical sense. But the structure of my track didn’t really allow for such access to exist. When I originally built this version of the track, I actually did try to construct some sort of a bridge in this area for this function, but although I built a couple of different models, what I found was that each one of them had such a large footprint that they took up too much real estate, detracting from the overall look of the diorama. In order to leave those bridges in place, everything would’ve looked too compacted and unrealistic.

So, wanting to get started racing and not wanting to get hung up on a diorama element I was having no luck solving, I opted instead for an optical illusion: the idea hit me that the banked section of the track could be presented as if it were cut through, and if cars were headed toward it and even going underneath it, the dark area below the track would make it look like it were an opening to a tunnel.

A detailed diorama depicting a busy street scene with various toy cars, traffic signals, and a service station, showcasing vibrant miniature vehicles and figures among realistic road elements.

The idea is that there is a slight decline underneath the track where traffic passes under it, the other side which comes out in the inspection station area. But the question then is….where in the inspection station area? If you look at the pictures of the inspection area in this post below, you can see there really isn’t an obvious place where the other side of that tunnel would exit.

An overhead view of a racing diorama showing a circular track with a highlighted section in red where a gap is visible between the track pieces, surrounded by miniature cars and scenery.
It seems to me that the area indicated by the red oval above is the most logical place for the other end of the mythical tunnel to exit, but if such a design feature were real, it would be a nightmare for trucks hauling cars to negotiate, and even more so for vehicles towing trailers!

This presented me with a conundrum. About the only idea that I could come up with was that the tunnel underneath the banked section of the track also had to contain a 90° bend, which would mean that the vehicles going through it would end up between these two sections of track indicated by the red oval here, where they would move along in a single file to the break in the fence, only to then have to cross the track at turn 13 alongside the ped gantry.

A view of a street leading to an inspection station, featuring multiple cars including a purple taxi, under a bridge with signs for Martini and Goodyear. The area is surrounded by a fence with an 'Inspection Station' sign.
This was probably closest to the mark, showing as it does the side wall of the hospital to the right, the side wall of the CHP station to the left, and the correct 2-way traffic . The AI’s unbidden decision to include a German license plate on the VW T2 hauler was a nice touch!

As winter approaches, I’m going to start doing some work in this area with artificial grass, clay, some colored paper and some paint to make this area seem a little more colorful and realistic, but my plan to do so is being tied by this “faux tunnel.” I’m really not sure what to do about it. Over the past couple of months, I’ve even tried to get a couple of different AI’s to examine pictures of this area and imagine their own ideas of what it might look like based on copiously, detailed descriptions and prompts, but although some interesting ideas have come out of it, none of them look right or feasible for the model

AI animation: some of the attempts at rendering this troublesome area brought to life; some of this looks really cool, but its still not getting me any closer to something that works in the 3D real world of the diorama!

Which brings me back to a suggestion by my friend Patrick that I actually cut a significant rectangular slice out of the top of the table right underneath this area, and then craft-most likely out of stiff cardboard-a dip in the road, which would then be fixed to the bottom of the table – I imagine by stapling or very small nails that won’t go all the way through the plywood to the top. That’s not a bad idea, but I worry about all the deconstruction and mess that would cause, and the effect that it will have on the overall layout. What really scared me about this idea is that it would wind up like my attempts at a bridge: even being under the table, the exit area might create a bigger footprint than the shape of the track really allows for. And if it didn’t work out, then were would I be, with a rectangular piece missing from the top of my table? I’m still mulling it over.

The above efforts by a different AI seemed to render the model more closely, although the look of these images is more “toy like,” or actually realistic as opposed to “photo-realistic!”

The more I think about it, the more I think I’m going to wind up just leaving it the way it is and trying to design around it in a way that looks as realistic as I can, leaving the question as to where the other end of this tunnel actually exits forever unanswered. Honestly, if you look at it from the road-side at a right angle to the track, it doesn’t look too bad! At least, I don’t think it does!

A detailed diorama featuring a racing inspection station surrounded by various toy cars, showcasing a vibrant and busy racing scene.

I can imagine that any model railroaders who may be reading this are getting ready for head explosions about now, since that particular breed of world-builder is often fanatical about exactly this type of realism. I appreciate that, but as I stated in one of my earliest posts, that’s not really me: my primary focus here is the cars and the track; the geography is secondary. If you look around at my overall layout, there’s all kinds of stuff to criticize: the shape of the carnival, for instance, isn’t very realistic, and that’s another area where access across the track that must exist somewhere for the pedestrian traffic on both sides is nowhere to be seen.

A detailed diorama featuring a busy racing inspection station with various toy cars and figures in medical attire tending to an injured person.

Trust me: I am aware of these shortcomings; my diorama is far from perfect, but for those of us who are focused on the slot-cars and the diecasts, it’s pretty easy to overlook this kind of stuff. So maybe by pondering this, I’m asking too much of my layout. Even so, I am open to suggestions! Any of you skilled scale modelers out there have any ideas about how you would handle this?

A detailed diorama featuring a racing track with various toy cars, people mingling, and an inspection station in the center.

2 thoughts on “DIORAMA DETAILS – The Tunnel That Wasn’t: A Clever Optical Illusion, or Bad Scale Modeling?

  1. Actually I don’t think this looks bad and I know about urban planning problems. It doesn’t take much to realize that the uptown section of Harrisonburg doesn’t have a road going to it. It was a problem I couldn’t reconcile for a lot of the same reasons. I didn’t want to get hung up on it and really wanted to continue with building! Is shifting the inspection station entrance to another location an option? Like making a new access point to it?

    1. Maybe…I’ve thought of that, but the only other option is the other side which again cross the track. But maybe there is a 3rd option, and that would be…a tunnel UNDER THE FREEWAY. That, of course, be beyond the wall, and thus out of reach to model, but I could create the entrance side …. hmmmmmmm…interesting idea….

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