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Movies and Meaning- Pearson New International Edition

Page 20

by Stephen Prince


  takes place. Here, one of

  the nuns rings the morn-

  ing bell. Everything except

  the floor of the set on

  which the actress stands

  and the bell tower is a

  matte painting created by

  Walter Percy Day. Frame

  enlargement.

  111

  Production Design

  moonlight in the matte, however, was better looking than what the cinematographer could achieve with the live-action elements. The digital artists had to redo their lighting, making the light harder and more directional so that it would match the cinematography.

  Similar to a matte painting, a translite is another common way of creating a distant background for a scene or set. A translite is a photograph, blown up to huge proportions, mounted on a translucent screen, and then lit from behind. A translite provides the dramatic skyline in the background of the set at the climax of Fight Club (1999). The translite was composed of several 8 × 10 inch photographs, combined and blown up to a size measuring 130 feet wide by 36 feet tall. This is a very common method for creating landscapes or city views glimpsed outside the windows of indoor sets. The views of the city outside the windows of the Nakatomi Plaza building in Die Hard (1988) are translites, as are the views of rural countryside surrounding the home in the first section of A.I.: Artificial Intelligence (2001).

  Throughout most of cinema history, matte paintings—whether painted traditionally or digitally—have been flat, unmoving components of a scene, typically placed in the background, behind actors, props, and sets. Actors and the camera could not interact with them. Today, by contrast, 3D digital mattes can be manipulated to simulate the perspective of a moving camera, as in the David Fincher film, Zodiac (2007).

  NORTH BY

  NORTHWEST

  (MGM, 1959)

  Roger Thornhill

  (Cary Grant) care-

  fully approaches

  the luxurious man-

  sion of arch-villain

  Philip Vandamm in

  Alfred Hitchcock’s

  popular thriller.

  Hitchcock never

  hesitated to wink at

  the audience. The

  house is a matte

  painting. Frame en-

  largement.

  FIGHT CLUB (20TH

  CENTURY FOX, 1999)

  The dramatic skyline in

  this scene at the climax is

  a translite, an enormous

  photographic image

  mounted on a translu-

  cent screen. A thin net-

  ting hung in front of the

  translite, and as it moved

  in the air currents on the

  set, the distant lights of

  the city seemed to twin-

  kle. Frame enlargement.

  112

  Production Design

  Case Study ZODIAC

  Digital tools enable filmmakers to place actors inside vir-

  so as to represent this earlier period, the filmmakers

  tual sets that look photographically real. Zodiac featured

  used digital methods of creating their locations. A

  extensive digital effects work, but most of this was quite

  prominent establishing shot of the harbor, showing the

  subliminal and subtle. Most viewers do not experience

  ferry terminal, which has the camera flying in over the

  this movie as a showcase for effects. The film is a histori-

  water as if on a helicopter, was entirely computer gen-

  cal portrait of the Zodiac killer’s rampage in the San

  erated. Photographs of the area taken from a U-2 spy

  Francisco area beginning in 1969 and of police efforts to

  plane in the early 1970s provided information about

  apprehend him. Because the film chronicles true events,

  buildings in the area that no longer existed, and using

  Fincher wanted to be as faithful as possible in visually

  methods of photogrammetry the filmmakers were

  portraying the San Francisco Bay area as it existed in that

  able to construct a three-dimensional environment

  period.

  from these photographs. Photogrammetry is a process

  But the city has changed a great deal, and many of

  of tracing lines of sight from the cameras in several

  the crime scenes no longer look as they did in the late

  photographs and then mathematically plotting their

  sixties. So when a location could not be photographed

  intersections to yield the 3D landscape.

  ZODIAC (WARNER

  BROS., 2007)

  A spectacular establish-

  ing shot of the San

  Francisco harbor was

  entirely computer

  generated, with the

  3D models built from

  archival photographs

  to achieve histori-

  cal accuracy. Frame

  enlargement.

  ZODIAC (WARNER

  BROS, 2007)

  The crime scene at

  Washington and Cherry

  Streets was recreated on

  a studio set, with actors

  and a few props against

  a bluescreen. The dis-

  tant buildings are a 3D

  digital matte, capable of

  being rotated to simu-

  late the view of a mov-

  ing camera. The near

  police car is a real prop,

  while the distant one is

  a CGI element. Frame

  enlargement.

  113

  Production Design

  Such information can assist in camera mapping a

  been projected onto this geometry, the digital matte can

  virtual 3D environment. A good example of this occurs

  then be moved and rotated to simulate such things as

  later in the film when the police investigate one of

  camera movement. When the camera follows Inspector

  Zodiac’s killings at the intersection of Washington and

  David Toschi (Mark Ruffalo) as he walks down the street

  Cherry Streets. The area looks wealthier today than it

  at the intersection (Ruffalo is actually on the bluescreen

  did in 1969, and so parts of the scene were shot in a

  set), the digital matte background moves according to

  studio with actors and a few props against a bluescreen.

  the camera’s changing line of sight. This creates a con-

  The surrounding buildings were added through camera

  vincing 3D illusion and enables the actors to credibly

  mapping as a 3D digital matte . Camera mapping in-

  interact with a virtual set that is dynamic.

  volves projecting a matte painting or photograph onto

  3D digital mattes are used extensively in films today.

  a 3D wireframe geometry built in the computer that

  In earlier periods of filmmaking matte paintings were

  corresponds with the objects in the matte. Period pho-

  static and flat. They were two-dimensional areas added

  tographs of buildings in the area were projected onto a

  to the background of a set. By contrast, the dynamic

  geometrical rendition of the area. Because the wireframe

  properties of 3D mattes enable the camera and the ac-

  geometry of the virtual set can be rotated and moved in

  tors to credibly interact with them and can make virtual

  the computer, once the photographic information has

  sets seem photographically real and authentic. ■

  THE DESIGN CONCEPT

  Production designers typically work from a detailed visual concept that organiz
es the way that sets and costumes are built, dressed, and photographed. Let’s examine two examples of this.

  Case Study THE LORD OF THE RINGS: THE RETURN OF THE KING

  Director Peter Jackson and his team of filmmakers used

  time was 4 years!) was unusually large. Three hundred

  set and costume design with great care and intelligence

  and fifty sets were constructed, plus 68 miniatures, and

  to convey the illusion that the fanciful locations in the

  each of the Middle Earth civilizations visited by the char-

  story were real and authentic. To accomplish this, al-

  acters required an average of 150 costumes. Forty-two

  though the film involved a considerable amount of dig-

  tailors, cobblers, jewelers, and embroiderers worked on

  ital effects, the filmmakers relied on traditional tools of

  these.

  production design—hand-built sets, miniatures, props,

  The most complicated sets and miniatures were

  and costumes. They believed that these hand-built sets

  those for the seven-tiered city of Minas Tirith. A lot of

  and costumes would establish the reality of the film’s

  the film’s action takes place in that city, including a

  fictional worlds and help to anchor the digital effects.

  long siege and battle. The art department’s conceptual

  As a result, the film achieves a careful and successful

  designer, Alan Lee, first visualized the city’s design in a

  balance of digital and traditional design methods. This

  series of pencil sketches, in which he pictured the city’s

  helps to avoid the cartoonish quality that sometimes

  culture and its architecture. These were meant to be

  results when a film goes overboard on digital effects.

  reminiscent of medieval Europe. The pencil sketches

  As visual-effects cinematographer Alex Funke noted,

  furnished the basis for set and model construction.

  “At some subconscious level, viewers can tell when

  The entire city could be constructed only as a min-

  they’re seeing real photography.”

  iature model, which would be used in long shots such

  The size of the film (actually, it was three films be-

  as the one where Gandalf approaches it on horseback.

  cause the entire trilogy was shot at once— principal pho-

  Before building it, the miniatures unit consulted with

  tography lasted over 15 months, and total production

  cinematographer Andrew Lesnie to work out lighting

  ( continued)

  114

  Production Design

  THE LORD OF

  THE RINGS:

  THE RETURN

  OF THE KING

  (NEW LINE,

  2004)

  The city of

  Minas Tirith

  is a principal

  setting of the

  third film in the

  trilogy. It ap-

  pears as a min-

  iature model,

  as in the scene

  where Gandalf

  approaches it

  on horseback.

  It also appears

  as a series of

  full-scale sets

  inhabited by

  live actors,

  accentuating

  the authen-

  ticity of the

  setting. Frame

  enlargements.

  design, color, and texture so that shots of the minia-

  many of the shots, the lens passed so close to the min-

  ture (not photographed by Lesnie) would match with

  iature that it almost scraped the paint on its surfaces.

  his footage of other scenes.

  Other sequences in the film—Faramir and his men

  Miniatures of the city and its selected parts were

  riding out of the city to their deaths, Gandalf and Pippin

  then built at 1/72 scale, with exacting detail. More

  galloping through the streets—required that live actors

  than 1000 houses populated the city, with fine detail-

  interact with their surroundings. Therefore, portions of

  ing in the architecture, yards, and even the interiors.

  Minas Tirith also were built as full-scale sets. These were

  This was necessary because director Peter Jackson

  constructed at the huge Dry Creek Quarry (also used for

  wanted elaborate camera moves, swooping across the

  the Helms Deep Castle sets in The Two Towers ). Building

  rooftops, between the buildings, and down through

  these sets required six months because Jackson wanted

  the streets, especially in the battle scene.

  the size and scale of a true city and wanted it captured

  These moves were accomplished with a snorkel

  in real photography rather than as a digital effect.

  lens . Attached to a camera at the end of a long flexible

  Director Peter Jackson said that he wanted viewers

  tube, or snorkel, the lens can be maneuvered through

  to feel like the film had been shot on actual locations

  the very small and tight spaces of a miniature model,

  in Middle Earth. He wanted everything on screen to

  and it has a pitch-and-roll mechanism that enables it

  seem real. He knew that digital effects alone could

  to move in an acrobatic fashion, as if the camera were

  not achieve this. Thus traditional methods of produc-

  mounted in an airplane. This produces a convincing

  tion design became key ingredients in this strategy of

  illusion of elaborate and extended camera moves. In

  visiting Middle Earth “for real.” ■

  115

  Production Design

  Case Study THE EVOLUTION OF DESIGN IN CONTEMPORARY SCIENCE FICTION FILMS

  Stanley Kubrick’s 2001: A Space Odyssey (1968) had

  including such pictures as Blade Runner (1982), Escape

  special effects far more sophisticated than any film of its

  from New York (1981), Robocop (1987), and Dark City

  time, and even today they remain impressive. Kubrick’s

  (1998). Locales are dirty and dimly illuminated, with rain-

  model spaceships were remarkably detailed and three-di-

  and smoke-filled air. This mise-en-scène might be termed

  mensional, and he used mattes to insert moving images

  future noir because of its similarity to the gloomy and op-

  of people into their interiors, glimpsed behind windows.

  pressive look of classic film noir. It has another root in Fritz

  Inside the spacecraft, the production design emphasized

  Lang’s Metropolis (1927), specifically that film’s under-

  blank, white, controlled, and regulated environments

  ground city where the workers reside and labor, a place of

  that suggested an antiseptic future, in which human

  enormous machinery, darkness, and congestion.

  behavior was rational and orderly rather than unpredict-

  Alien ’s future noir transitioned film away from the

  able and impulsive. The designs spoke to control and

  antiseptic 2001 look, and Blade Runner ’s landmark

  authority rather than decay and chaos. Doing so, they

  production design reinforced this shift with its dark

  embodied the central irony of the film, namely, the way

  vision of a future city. Production designer Lawrence

  in which people had ceded control over their lives to the
>
  G. Paull based his design concept on the social reali-

  mechanical systems and synthetic environments they

  ties evoked in the film’s script and the novel from

  created. The pessimism inherent in this view would in-

  which it derived. The film is set in a futuristic society

  spire the next generation of science fiction film and give

  where the middle class has relocated to pleasurable

  rise to an alternative way of visualizing the future. Alien

  off-world colonies, leaving the cities to choke in

  (1979) initiated this alternative visual design.

  urban decay, architectural collapse, and overpopula-

  Ridley Scott, director of Alien and Blade Runner , has

  tion. The visual design of the film creates a world

  acknowledged the importance and influence of Kubrick’s

  of clutter, a ghettoized alley environment in which

  film. Alien replicated the antiseptic Kubrick design in se-

  transient, jobless, urban poor jostle together in a mix

  lected sets of the spaceship, Nostromo, but in other ways

  of nationalities and languages, whereas, far overhead,

  it established a new design template for the next decade

  video monitors and electronic billboards carry corpo-

  and a half of science fiction filmmaking. The Nostromo

  rate advertisements and media messages. High-rise

  has two faces. The control rooms and science bays up-

  buildings of high-tech opulence coexist with the

  stairs are gleaming and antiseptic. By contrast, sets in

  crumbling alley environment, creating a striking mix

  the bowels of the ship—its engine rooms and storage

  of contrasting architectural and social styles and reali-

  areas—were grimy, dark, and dank. These established a

  ties. Paull’s production design is a stunning transla-

  mise- en-scène that became the norm not just for the Alien

  tion of the social realities of the story into extremely

  series but for subsequent science fiction films in general,

  powerful visual environments.

  2001: A SPACE

  ODYSSEY (MGM,

  1968)

  Human figures against

  a sterile, white environ-

  ment. The production

  design evokes an anti-

  septic, sterile future in

  which human beings

  have ceded authority to

  the technological sys-

  tems they have created.

  Frame enlargement.

  ( continued)

  116

 

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