Return of the King
Transcription
Return of the King
CGNetworks.com Computer Graphics and Digital Visual Effects CGNetworks Proudly Presents The VFX of Lord of The Rings Return of the King Words by Daniel P Wade Images courtesy of New Line Productions/ ©2003 New Line Productions. All Rights Reserved Taking time out from the production of extra scenes destined for the Special Extended DVD Edition of Return of the King, Joe Letteri, Weta Digital’s visual effects supervisor, takes us through the final instalment of the Lord of the Rings trilogy. JOE LETTERI Letteri worked at ILM starting in 1991 on Star Trek 6 and was responsible for the look development and lighting design for the dinosaurs in Jurassic Park. Other productions he worked on at ILM included The Flintstones, Casper, Mission Impossible, Star Wars: A New Hope Special Edition, Jack Frost, Magnolia and Daylight. Letteri joined Weta Digital as visual effects supervisor at the start of the preproduction for Lord of the Rings The Two Towers, continuing with the third film Return of the King. “The thing that was most intriguing for me”, explains Letteri, “was the idea that Peter Jackson was building this whole world, Middle Earth, and Gollum was also looming as a big challenge for The Two Towers. Ever since Jurassic Park I’d spent a lot of time on creature and skin development and Gollum would take this to the next level.” Courtesy New Line Productions THE EFFECTS LOAD Bringing the fantasy world of Lord of the Rings to the big screen required a substantial amount of visual effects shots to recreate a wide range of locations and creatures. The first instalment, Fellowship of the Ring featured around 400 effects shots; while The Two Towers featured almost double the shots at 775. Following the trend, Return of the King featured almost double the amount of shots as the previous film at around 1,500. “We completed more shots in the final film than we did in the first two films combined”, admits Letteri. “Half of those shots were done in the last two months before the deadline”. With a similar post-production timeframe to the previous films, the completion of Return of the King was a significant achievement. “The way we did it was with a lot of preparation”, explains Letteri. “We have a terrific pipeline at Weta Digital geared towards creating large-scale scenes and our really talented crew know their roles. The animation department worked well with the model department. With creature modelling, everyone Pg 1 Courtesy New Line Productions knew how to set things up so when animated, everything moves properly. Muscles do the right thing, textures work with body surfaces, and shaders work with lighting, compositing and photography. The whole system was also set up to mimic the real world with realworld measurements for scale, photographic standards, printing, compositing and colour. All this gave us a commonality we could all work towards.” TEAMWORK During the peak period of postproduction, around 400 artists were working at Weta Digital to realise to 1,500 required shots. “We’re set up so people can work well together; we can create teams of any size to get the job done. Sometimes it’s better to have a small team focusing on a big task and sometimes you need a big team focusing on a small task just to get it through in the time that you’ve got. So we have a really flexible environment that lets us do that. We had a shot that we had to finish with Gollum falling into the lava. At one point we had twelve people working on that shot alone.” CGNetworks.com I Computer Graphics and Digital Visual Effects The pace of work wasn’t unexpected according to Letteri: “In the end we were finalising about 100 shots per week. The team knew we were going to have a lot of work to do. It was the kind of show that as long as we were still standing, we were going to try to get it up on screen. No-one wanted to hold back at that point.” BUILDING ON EXPERIENCE The Lord of the Rings trilogy offered Weta Digital the opportunity to set up systems and infrastructure that were perfected over years of postproduction. “We worked out a lot of the technology and techniques on the Two Towers”, explains Letteri. “We thought going into Return of the King that we were going to be in pretty good shape because of that. There had been years of preproduction and a lot of the assets were already built. We discovered that wasn’t the case. We had to rebuild most of it because we were doing things in the third film that those creatures had never been designed to do. For example, the fell beast had to be completely rebuilt because we were getting so much closer to them. It was the same with n the end we were finalising about 100 shots per week. The team knew we were going to have a lot of work to do. It was the kind of show that as long as we were still standing, we were going to try to get it up on screen. No-one wanted to hold back at that point. Courtesy New Line Productions Courtesy New Line Productions the Mûmakil. Even though we saw them in film two, in film three they had to do so much more. We wound up rebuilding a lot of the assets. It helped to have gone through it once before, although that amount of work still takes time no matter how you cut it.” photography of New Zealand. These unspoiled vistas that look like you could be in this bygone era. So we stuck to that as much as possible.” REALISM One of the great achievements of Peter Jackson’s Middle-Earth is that it is a world similar to our own. Even though many of the characters and environments couldn’t exist in our world, they are made from realworld elements that provide a level of realism which doesn’t take the audience out of the story. “In order to get Middle Earth to look as realistic as possible we worked as much as we could with real world reference”, explains Letteri. “The first film was a little more fantasyoriented because you were seeing these things for the first time. When we got to the Two Towers, it was more about living in the world. It was very down and dirty. Very realistic. We relied a lot on just plate photography: fantastic location Pg 2 DIGITAL ENVIRONMENTS Though New Zealand seemed custom-made for the purpose of realising Peter Jackson’s MiddleEarth, Pelennor Fields, the site of the major battle in Return of the King didn’t exist anywhere so couldn’t be filmed conventionally. “Pieces of Pelennor Field existed throughout New Zealand”, explains Letteri, “but the whole thing didn’t exist in one location. We started with a sketch that Alan Lee produced of the battlefield and surrounds. Peter Jackson then did a sketch which plotted the different armies and how they would move throughout the battle.” With these details, Weta Digital was able to start building a 3D model of the terrain to accommodate what the battle needed. “We went all around New Zealand and started finding locations to shoot the individual pieces, like mountains to surround the battlefield”, explains Letteri. CGNetworks.com Computer Graphics and Digital Visual Effects W ith just under 200 shots for the major battle sequences on Pelennor Fields, the challenge to maintain consistency in details such as lighting was considerable. Courtesy New Line Productions “Where the plate photography didn’t fit the requirements, we would digitally match what we had, then replace it and extend it. For example to produce the grassy plains of Pelennor Field, we shot a grassy location in Twizel on South Island. The big grassy field only extended so far before it hit a road, so we took that and replicated it in 3D. We got the point where we could replace the grass and do everything as digital grass.” how to light the shots and to make it work. So you could look at the live action, figure out the placement on the battlefield and start figuring out how to light the scene to make everything work to drop in together.” VIRTUAL CINEMATOGRAPHY Though real-world elements were used in Return of the King, many of those elements were enhanced or extended digitally to create the larger digital environments. “We created 360 degree skies which we The ultimate goal according to could use for the battle of Pelennor Letteri was to have the ability to Fields”, explains Letteri. “Even move the camera anywhere in though we augmented them digitally Pelennor Fields and be able to to include the looming cloud of shoot the scene with the complete environment surrounding the action: Mordor, there’s still real elements “If we needed to do a helicopter shot throughout, but it’s all digitally reassembled.” or get in close, we could just move the camera around and not worry Not surprisingly, there were entire about it.” shots like the charging Mûmakil where there were no real-world With just under 200 shots for the elements photographed for it; major battle sequences on Pelennor everything was constructed Fields, the challenge to maintain digitally. “Though the shot where consistency in details such as the two Mûmakil collide into each lighting was considerable. “Once other initially included live action we established what our lighting elements”, explains Letteri, “in a last design was going to be for the minute redesign based on something various stages of the battle”, that Peter wanted, it was decided explains Letteri, “everyone knew that the fastest way to do that was E X P O S E 1 On Sale Now www.ballisticpublishing.com Pg 3 Courtesy New Line Productions to do the whole thing digitally; even the riders that come into the foreground on the shot are digital.” The city of Minis Tirith which Sauron’s armies lay siege to borders on Pelennor Fields and is seen dramatically as the Nazgul riding their fell beasts descend on the city. The Minas Tirith shots were conceived as storyboards or via miniature camera moves on a “bigature” model of the city. A combination of the two techniques were used for the sequence where the nine fell beasts come out of the Mordor cloud and dive towards the city. “With storyboards for the whole shot”, explains Letteri, “the Miniatures team had to shoot the dive down towards Minas Tirith. The cinematography is a blend between what we needed to do for the reveal animation of the shot and then going down to hook up with the miniature camera to get the actual moves down on the “bigature”. We then built the whole environment out around it so that the camera could pan through it and see the whole environment. The characters you can see in Minas Tirith during the dive were all Massive-generated.” T CGNetworks.com he tendency of new camera systems to smooth out camera moves with their gyroscopic stabilisers meant that in some cases, camera movements had to be put back into the action. Computer Graphics and Digital Visual Effects Courtesy New Line Productions LIKE BEING THERE The tendency of new camera systems to smooth out camera moves with their gyroscopic stabilisers meant that in some cases, camera movements had to be put back into the action. “The camera movements that were added back into any of the shots or added digitally were used for specific effects”, explains Letteri. “The idea wasn’t to unsteady people, it was to provide two kinds of realism. When you’re in the middle of a battle, you want to feel like your in there with the riders and the best way to do that is to make you feel like you’re on a horse as well, so you want to give the camera a little bit of that movement like you’re moving forward with it. The other kind of movement we used was camera shake for the Mûmakil just to get a sense of their weight using camera shake for each of their stomps. Whenever you see the Mûmakil contacting the ground, there’d be a camera shake and the closer to the camera, the bigger the shake. One thing we also did was for the footsteps that were off-screen, we’d also do the camera shakes so that CGNetworks Enriching Computer Graphic Artists Courtesy New Line Productions the sound guys would have a cue for the footsteps coming into screen and going off again.” ORC ARMIES Like Helm’s Deep in The Two Towers, Return of the King features a major set-piece battle in which huge armies face off against each other on Pelennor Fields. Massive, the tool that Weta Digital developed to choreograph thousands of digital actors in battle reprises its role in Return of the King on a truly grand scale. “We started off with the orc army which Peter wanted to be about 200,000 strong”, explains Letteri, “which was about ten times more than the orc army at Helm’s Deep”. Courtesy New Line Productions walking, attacking, fighting styles and essentially their own culture. So we had to develop that for the orc army and then come up with a way to make 200,000 of them. We implemented a level of detail scheme in order to do that.” To dress out the army, other creatures were also required: “We knew we’d want to put trolls in there, but rather than reuse the old trolls, we redesigned them so we came up with new trolls for Return of the King. We also brought back the Warg riders from The Two Towers who acted as commanders that you could see on the battlefield in some of the wide shots. The siege towers and the catapults had been designed as both miniatures and live action According to Letteri, Jackson decided versions which had to be matched, so we had digital models of all those for Return of the King that he that were dressed in throughout. We wanted the orcs to be stronger and more regimented, as opposed to the tried to give Pelennor Fields the real rag-tag orcs of The Two Towers. “We look of a battlefield with fires and had a redesign of the orc characters smoke as if there were campfires and forges; anything that a large with new costumes, new styles of army would have on the move just movement and fighting. This was important for the Massive characters to give it a sense that they’re really that we created because each of the trampling the earth and beating everything down.” characters has their unique way of timely news, hard-hitting interviews, the best high-end content on Pg 4 CGNetworks.com CGNetworks.com Computer Graphics and Digital Visual Effects D igital double horses and riders needed to stand up right next to the live action riders in detail and movement. “Those were done at the hero level”. ROHAN RIDERS The Rohan Riders led by King Theoden make a stirring entry into the battle of Pelennor Fields as they sweep up against the orc army. Though digital horses and riders were used in the Helm’s Deep battle of The Two Towers, their numbers were significantly increased in Return of the King to 6,000 and they appear closer to camera. “We had to crank everything up to a higher level with more details in the horses, especially their manes and their tales”, explains Letteri. “The riders also needed a lot more detail in their clothing and helmets. We had to write all new shaders to accommodate getting closer to them and also getting them to match the live action and the digital double horses and riders.” The charge of the Rohan riders required many levels of detail depending on their proximity to the camera. Digital double horses and riders needed to stand up right next to the live action riders in detail and movement. “Those were done at the hero level”, explains Letteri, “with new shaders for the horse’s skin and different pieces that the riders were wearing. It took a long time to be able get those riders to sit side by side with the live action riders. On the far end with the wider shots we had the Massive horses and riders that also had to hold up. In most of the shots you saw a mix of all three. There would be live action horses and riders both for foreground and mid-ground and sometimes even backgrounds. It was the same with digital doubles. We had digital doubles that would be up close, then we’d have Massive riders in the mid-ground and background. “E X P O S E We got to the point where we could mix freely between them. We could put in whatever kind of character we needed depending on what the shot called for.” To make the decision on where to use each type of element, Weta Digital pre-visualized the scenes: “Based on what we had in the previz cut”, explains Letteri, “we’d say ‘Ok we’ll shoot this part live action and then we’ll dress in the rest of it with Massive or digital doubles’. Or if it was going to be too hard to get live action, we’d do it with a digital double. We had the freedom to do whatever it needed because we knew we could put our digital doubles close to camera and they would hold up. It gave us a lot of flexibility to design the shots around what the action needed. We didn’t need to worry about what it was going to look like.” is absolutely beautiful! It’s a work of art.” Paul Lypaczewski, General Manager, Discreet. Executive Vice-President, Autodesk On Sale Now at www.ballisticpublishing.com MÛMAKIL The Mûmakil (huge elephant-like creatures) reappear in Return of the King as ominous regiment that sweeps through the battlefield. Though they appeared in The Two Towers, the Mûmakil had to be redesigned for the third film: “Even though they were the same shape and size as in film two, they needed to work a lot closer to camera, because we’d get right on top of them with the Legolas scene”, explains Letteri. “We did a complete redesign of the skin, the skeleton, and the muscles which were completely rebuilt to handle the big actions that they were doing. We also added the dressings like the face paint and the weapons attached to their tusks. The big towers on top were dynamically linked to the Mûmakil so that the Mûmakil animation would drive the towers dynamically. Once we solved the CGNetworks.com Computer Graphics and Digital Visual Effects Courtesy New Line Productions dynamics, we would put the Harad in the towers (usually between 30-40 in any basket). Those were typically done with Massive, although for close-up shots, we would put in some keyframed animation if we needed to see them do something specific. We had the drivers up on top of the Mûmakil head which were sometimes shot as blue screen elements for close-ups otherwise they were done as Massive or keyframe animation.” According to Letteri, something that occurred in pre-visualization that wasn’t storyboarded was the scene where Legolas single-handedly takes down the Mûmakil. “As we were pre-vizing Pelennor Fields, we had this large-scale battle, but Peter started looking for things for each of the heroes to do to be part of the battle. When Aragorn arrives at the battle with Legolas and Gimli, you don’t want the army of the dead just sweeping through; these guys are our heroes, so they still needed to be involved in the battle. Legolas was the natural choice for doing something this dramatic because as we saw in the last film he did an amazing leap onto the horse, so this was an extension of that idea. When he’s confronted with the Mûmakil, he leaps up onto the Mûmakil and devises a strategy for taking it down.” ARMY OF THE DEAD Aragorn, heir to the throne of Gondor, and his companions venture along the Paths of the Dead to call upon a ghost army to fulfil a broken oath to his ancestors. “The army of the dead were really based around their king”, explains Letteri. “What we needed to do first was figure how to make the king look most dramatic. What we settled on was a multi-layered skull technique. The king was shot live action and there were two digital skulls inside of his head. The first stage was a rotted flesh and the second stage was the solid skull. What we wanted to do was create an animated reveal technique that we could use to work with the king’s expressions emotionally. When he was at his most menacing, threatening or angry, you would see it burn through to the skeleton. Otherwise, the emotions that would flicker across his face would go from seeing him, to seeing the decrepit skin, and at the most intense, flashing down into the skull. That was really what we needed to work on first because that was the most dramatic performance. We then designed the effect of the army as a larger scale version of that. By the time we’re on the battlefield at Pelennor Field we have this invincible army and already know what they are because we’d seen them in the drama shots. It wouldn’t have worked to go back the other way.” E X P O S E 1 On Sale Now www.ballisticpublishing.com Courtesy New Line Productions When Aragorn, Legolas, Gimli and the army of the dead arrive on the battlefield, the army sweeps over the orcs destroying them as they go. “The wide shots were done with a combination of Massive and particle system techniques on top to give the sense of this army churning through the orcs and leaving destruction in their wakes”, explains Letteri. “Peter’s idea was that once they started fighting, they’d be driven by bloodlust. So as they come off the ship and start to attack, they crawl over each other to get at the orcs and this sets up a rolling wave motion where they’re charging ahead flinging themselves in the air and attacking as they come down. As soon as they take out an orc, they’re replaced by the ghosts behind them, so the army becomes relentless which makes them unstoppable as they get to Minas Tirith and sweep up into the city.” As the army of the dead sweep over the battlefield, they also sweep over the giant Mûmakil. “The Mûmakil deaths were keyframed so they were pantomimed first and the Massivegenerated army of the dead were choreographed to that action”, explains Letteri. “The drama was in the Mûmakil’s death, and not as much as the army sweeping over it, so the Mûmakil’s death action was first and the choreography of the attack was built around that.” E CGNetworks.com arly on in the Two Towers, we were still learning how to deal with a creature like that. The whole idea of using sub-surface scattering for skin turned out to be really tricky to do with lighting and getting the proper realism. By the end of The Two Towers we felt like we understood the technique. Computer Graphics and Digital Visual Effects Courtesy New Line Productions Courtesy New Line Productions Courtesy New Line Productions GOLLUM Building on the groundbreaking work in The Two Towers of an entirely believable digital actor, Gollum becomes an even more dimensional character in Return of the King. “Gollum was an evolutionary step from what we did on the Two Towers”, believes Letteri. “At the end of Two Towers, I was pretty happy with what we had achieved. Early on in the Two Towers, we were still learning how to deal with a creature like that. The whole idea of using sub-surface scattering for skin turned out to be really tricky to do with lighting and getting the proper realism. By the end of The Two Towers we felt like we understood the technique.” “For the third film, we put a little CGTalk.com Digital Visual Effects Proffesionals more detail into the pores and wrinkles of Gollum’s face”, adds Letteri. “We also worked out a new system for animating those wrinkles. We really pushed that in Return of the King because we knew we had a lot more close-ups. It was a case of building on what we had. We didn’t really have to replace or change too much and it was great to have two films to work with Gollum because we could do so much more over the course of two films.” Gollum’s appearance changes throughout Return of the King: “We plotted a deliberate course where we would start off Gollum looking pretty much like he did at the end of The Two Towers. As they got farther into Mordor, he would become more dirty, decrepit and worn out. He was largest and, most active professional forum Pg 7 Courtesy New Line Productions starting to shed a lot of the niceties that he had and was no longer pretending to be their friend, openly trying to manipulate them. In some ways the masks were dropping off his face and everything got a little harsher. What we did to pull that off was to create several stages of new makeup of dirt and scratches and scars so that each stage of the journey he would look more beatup. As we first see them entering Mordor, Gollum looks similar to the way he did in The Two Towers. By the time they’re climbing the stairs at Minis Morgul climbing the stairs to Cirith Ungol, he’s a little more beat up. Sam and Frodo were the same way. This was done with the makeup for them as well, so we used that as a guide to match what they were doing every step of the way. CGTalk.com dedicated to the Digital Visual Community CGNetworks.com Computer Graphics and Digital Visual Effects C hristian Rivers, our art director and pre-viz director, went out and caught one (Funnelweb Spider) and brought it in. So that was sort of our model for Shelob. Courtesy New Line Productions SHELOB Peter Jackson envisioned Shelob in terms of his childhood fear of funnel-web spiders. “For those of us that weren’t native to New Zealand, we didn’t know what he was talking about”, explains Letteri. “So we got some pictures from some books and Christian Rivers, our art director and pre-viz director, went out and caught one and brought it in. So that was sort of our model for Shelob. There was a design that was done for Shelob’s head a few years ago that we built from a scan of the maquette. But Similar to the experience we had with Gollum in Two Towers, we realised as soon as we put the character into shot, that it didn’t quite work the way we thought it would. We went through several weeks of redesigning Shelob’s head. Last year with Gollum we started off with shots of just his arms and legs until we got his head working. We did the same thing with Shelob: ‘Where do we see only the legs? We can do that first.’ “Gradually as we got the head working, we could do other shots. If you look closely, Shelob is not a spider. Spiders don’t have the kind of “E X P O S E mouth we put on her. Spiders don’t have stingers on their abdomen. She’s not a spider, but a spiderlike creature. We used all of the creepiness of a spider and especially the movements. When we started animating Shelob we thought she’d be big and heavy, so you’d have to use heavy movement to get the weight, but it didn’t look right. The animators started playing around with quick spider-like movements and it looked great. They got it down to the point where you could still maintain the sense of weight that was a perfect combination. That quickness made her look deadly and those were characteristic moves of spiders, so it looked like Sam was facing a big hairy spider.” THE WETA DIGITAL FUTURE With the success of realising such an enormous challenge, Peter Jackson, Weta Digital and the other Weta companies have become a major force in the film industry. With the final work being completed on the Special Extended DVD Edition, reflection on the significance of the project is natural: “The main thing we’ve come away with in is absolutely beautiful! It’s a work of art.” Paul Lypaczewski, General Manager, Discreet. Executive Vice-President, Autodesk On Sale Now at www.ballisticpublishing.com Pg 8 Courtesy New Line Productions the production of the Lord of the Rings movies is that anything is possible”, believes Letteri. “We’ve gotten pretty fearless, or I should say Peter has gotten pretty fearless about throwing things at us and saying ‘this would be great’. He’d never really ask us if we could do it. He’d just say ‘this would be great’, and we’d figure out a way to do it. That’s a great way to make a movie; there’s no holding back any more.” The next step for Peter Jackson and Weta Digital is a remake of the classic King Kong. The Weta Digital team has shrunk from 400 back to 150 core people working on the Special Extended DVD Edition. As production ramps up for King Kong in 2005, the team is expected to grow again, with Joe Letteri continuing as King Kong’s visual effects supervisor. [CGN] Words by : Daniel P Wade All Images courtesy of New Line Productions and Weta Digital