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Taking time out from
the production of extra scenes destined for the Special Extended
DVD Edition of Return of the King, Joe Letteri, Weta Digitals
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 Id spent a lot of time on
creature and skin development and Gollum would take this to the
next level.
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 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 real-world measurements
for scale, photographic standards, printing, compositing and colour.
All this gave us a commonality we could all work towards.
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'Ever
since Jurassic Park Id spent a lot of time on creature
and skin development and Gollum would take this to the next
level'
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Image
credits: (Above) Loe Letteri - Weta Digitals visual effects
supervisor. |
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