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BACKGROUND
How did you get into supervising model
units?
José:
Although I direct model units now, I did start at the bottom. I
started doing model building, and I did a few years on physical
effects with themain unit as well. I essentially learned my trade
under Derek Meddings anumber of years ago. I worked for him about
twelve or fourteen years,learning the pyro side of the business
predominately through him, and hisspecialty was miniature photography.
What initially drew you to the film
industry?
José:
The first thing that appealed to me was the 3D aspect, because I
initially did 2D art work - sort of airbrushing techniques and things
like that and then I met up with a friend who was doing 3D work
like pack shots for commercials which appealed to me. I liked that
it was still creative, but I was interested in the 3D aspect. I
started working for Derek Meddings back in about 1982, and just
got hooked. I enjoyed it so much I just went from there, doing miniature
construction and working on the shoots as well.
What were some of the first films you
worked on?
José:
The first film with Derek Meddings was Supergirl. From there we
went on to do films like Spies Like Us and Santa Claus: The Movie.
Do you remember your first supervisory
position?
José:
As a totally independent miniature supervisor, the first job I did
was First Knight, the Richard Gere picture. I supervised construction
before then, on The NeverEnding Story II: The Next Chapter and various
other films.
How did you become involved on V For
Vendetta?
José:
Antony Hunt [Model Unit Executive Producer] and myself were contacted
by Warner Bros. first of all. They approached us via our headquarters
up in Soho in London [Cinesite] about doing the picture and we looked
at doing a picture deal - doing all the post production and also
all the miniature work. Our branch here at Shepperton Studios is
known for miniature construction and miniature photography. Dan
Glass, the Visual Effects Supervisor, who I've met on a couple of
other occasions although I hadn't worked with him, came down and
we did an initial brief, did the figures, and moved on from there.
In that brief, what was your initial
reaction to what they needed to do?
José:
One of excitement, really. The fact that the whole job entailed
doing pyrotechnic work made a nice change because more often these
days probably 80% of the work we do is motion control work - which
is OK, but when you're doing it for nine or ten months of the year,
it's quite nice to be able to hear a camera running at more than
2 or 3 frames a second, not having to do multiple passes with things,
it's a different side of the business. This is what I would presume
that people think of as the more glamorous, exciting end of the
business. Every single model we're building on this is to be destroyed.
How did you communicate what was needed
and what you would do?
José:
Our CG department did some simple textured animatics to get the
moves right, because one of the moves we had was actually a tilt
while the charges were going off on Big Ben. So they took our video
footage of our pyro charges going off that we did for our test and
they comped those over, just to get a rough idea for the director
and the visual effects department of potentially what could happen.
The rest of it was done by dialogue; we discussed it, and used other
past examples as a discussion point and took it from there.
When did you actually start the project
of setting up the miniatures?
José:
Literally the week they moved out to Berlin [February 2005], we
sorted out the contract and started work. We had to get up and running
very quickly, I think in total we ended up with about ten to twelve
weeks from start to finish.
For the initial brief we got storyboards,
so we did a shot count there and worked out whether we could tie
any up to a common scenario. Say, the Old Bailey exploding, can
we get all of those shots on one set up? So you rough that out.
Then you start to put together a proposal for your shoot: how long
is it going to take? How many days on each miniature? And you work
out the set up time as well, before going on the stage to get everything
ready. You then present that, and then you know if the client thinks
it's perhaps not enough or too much, which is normally the case,
and you modify it, it usually goes backwards and forwards a few
times.
Nigel [Stone, BSC, Model Unit Cinematographer]
and I have worked together for a long time and have a tremendous
amount of respect for each other. We don't necessarily have exactly
the same crews that we started out with years ago, we've honed those
down. We like people who muck in and work as a team, so that's why
you'll see me making pyro and he'll be moving stuff himself, because
we just get on and do it.
BUILDING THE MODELS
How much contact and interaction
do you have with Dan Glass & James McTeigue?
José:
The brief was originally via Dan Glass, the Visual Effects Supervisor.
Then we dealt with the art department for the drawings of the models.
A lot of the guys in the art department I've worked with many times
over the years - Kevin Phipps is the Supervising Art Director and
I'd worked with him on Charlie and the Chocolate Factory previous
to this, so we just picked up where we left off, really. They made
sure they provided the right technical drawings and we took it from
there. So it was a fairly easy. They were working in Berlin as well,
so it wasn't like we could just pop into each other's departments
to sort out details, we did it all in one session.
The art department drew up some general
arrangement drawings and then they did specific, more detailed drawings,
plans and elevations of the specific areas that we were going to
build. On disk, and on hardcopy as well, they provided us with photographic
details. They went on location and did their records for main unit
and at the same time they covered for us. So they did a whole library
of detailed photographs for textures, for color, and then if there
was anything else that was missing we felt we needed, we're only
half an hour away from London anyway, so we'd go up with a long
lens and photograph details for ourselves.
Was the scale of the models set when
you got the plans?
José:
No. Generally speaking, people do quite often work out the scales,
but I like to do that myself because I like to play around with
scales first and actually see specifically what each model has to
do. On this film we've chosen tenth scale and seventh scale, and
we don't just pull those scales out of a hat. We had to look at
how close we were going to be getting to certain things, in a couple
of the shots, for instance Big Ben, we knew we had to get in there
very tight on the face. Also, we had to bear in mind where we would
shoot these things, and we chose to shoot on H stage at Shepperton
because it's the highest stage in the studio. At the same time we
had to allow for not just the physical miniature breaking, but also
the flames and the smoke rising up. We needed enough clearance on
the top of the model, and as it is Big Ben is 30 feet high, it doesn't
give us a great deal of room to maneuver. So, tenth scale for that
was the absolute maximum.
Sometimes I get a bit of stick over
the size of miniatures I choose, but I think - especially if you're
going to be doing any pyro work - any elements dealing with natural
elements like water and fire you should go as big as you can. Generally
miniatures don't cost that much more if we'd built at sixteenth
scale or twelfth scale. The only difference is minor: it's materials.
The work is still there, you're still building exactly the same
thing, so the labor is the same. And to compromise on maybe 5 or
10% of the overall budget on materials, for the end result you get,
I think it's wrong. So, for me, the golden rule is to go big, wherever
you can. If the budget will allow it and you've got the space to
work in, go big with it.
What made you decide to use the materials
you used to build the models?
José:
We're blowing up buildings, architecture, but we couldn't use stone,
so the nearest thing to it for us was plaster, but very dense plaster.
It also has the advantage that we could produce patterns - make
molds of components - because a lot of the detail work is repetitive,
so you're able to cast, rather than manufacture by hand, each individual
component.
The nice thing about plaster is that
we could play around with the density of it, so when we did our
pyro tests we were able to play around with different types of charges
and different strengths, and see what effect they had on the different
densities of plaster. Our initial thoughts were that we would probably
need to weaken the plaster to help break it up because we're dealing
with some fairly large pieces. One of the problems we found with
that was the more we weakened the plaster, the more dusty it became
when we blew it. That worried me because I was concerned about obstructing
too much of the event with dust, so we changed the pyro, went for
slightly stronger and denser charges, and we got a much cleaner
break.
The other material we're using is a
very high density foam that we used for the Old Bailey which, although
we're happy with the results, I would probably not use if I did
the job again. We found it more awkward to work with because it's
not a very dense material, so it didn't break. It made breaking
it apart a lot more complicated than if we'd used plaster. You never
stop learning, it's part of the process.
The plaster fragmented more like stone
would fragment if you put charges into it. The foam, although it
was very dense foam, it absorbed a lot of pressure when the pyro
went off. Much more than we expected. So we had to increase charges,
and increase the quantities of charges as well. Whereas a particular
charge might destroy a two foot section of plaster, we found with
the foam it was very isolated. Wherever you would put it, it would
just break that area and that area alone, you wouldn't get a shockwave
that would continue to work through the miniature.
BIG BEN
Could you explain the most recent
explosion on the Big Ben model?
José:
That was the last of two attempts on the model. The first was the
initiation, which starts the pyro off, and the one we've just blown
up was the second version of two. The idea behind this one is that
it's the end of the event so the inner charge has gone up inside
the building, burst through the clock face and then it ripples back
down to the ground again as an after shock, which is why we had
low camera angles on that. Also, you see on wider shots the event
break up through the roof and destroy the roof of the building.
What was your role on this?
José:
We're only really getting one chance at blowing these models, they're
single events, so I like to get very personally involved in the
loading of the pyro because they're very complicated sequences.
There are a lot of charges going off and on the day we're letting
off the charges in the space of about one and a half seconds, so
we have to guarantee that each one goes off at just the right moment
in time. The client was also very particular about the initial break
of the clock face going; that it would be followed by a momentary
pause and then the charges would go off behind it and push it out.
That was what we were trying to do today, and what we managed to
achieve.
To achieve it you needed two separate
explosions?
José:
Well, each clock face has three events going on, there's detonation
of the actual face, which shatters it, and then we have pushing
charges that go off a moment later which fire debris and break and
push it apart. Then they're followed by three charges per face that
are the flame - the fire balls if you like - that burst through
them and push the debris across.
When you were laying charges in Big
Ben we a saw number of long cables going in, does each one of those
cables represent a charge?
José:
Well, sometimes it does. On that one we had so many charges that
we actually linked them up so one cable might have been responsible
for sending the power feed to half a dozen charges. We've just done
the events, so I haven't been back and counted exactly how many
charges we've put in, I'll do that later on, just for the record.
You have a rough idea of what you're
going to do, and we pre-made a lot of the charges. When you actually
get in - climb inside the model and start having a look around -
you start the process as you plan, but there are things that maybe
you change your mind about, and that's just maybe running back through
things you've done before and hunches about certain things. This
has been a very hurried shoot, I've been very preoccupied every
day, so yesterday was the first time I was actually able to sit
inside Big Ben and scratch my chin and start thinking about the
charges.
When you're in there and looking at
the charges, what is going through your mind?
José:
I'm trying to make sure that we get the right balance between breaking,
creating the right kind of damage that will look good on film, and
then also the actual flame pyro, the flame charges, trying to work
out where best to place them, and also the sequence of events. If
you don't get the timing right, then a charge that's been put in
to damage could destroy the visual charges that you place. It could
also do a very common thing as well: breaking charges, because they're
so ferocious, can cut through the lines, and if they cut through
the lines of charges that haven't gone off yet, then you're left
with part of your shot missing. So you have to go in there and lay
it all out, and then go back through it again and think about the
chain of events, and then go back through it again and make sure
you follow all the routes of the charges and make sure that all
your big cutting charges aren't going to steal any of the event
for you. And if they are then re-route them or protect them, or
temporarily protect them so they can put up with the heat.
We're not just playing to one camera
as well, we're surrounded by cameras. So sometimes you have to compromise
and think, OK, what are your primary cameras? What are the important
cameras that you've got to work for? The most important thing for
us was the clock face going off, and there were certain cameras
responsible for getting that moment, so we made sure that the event
for that part of the shot was biased to those cameras. Then other
cameras sometimes you have to forego, thinking they won't work here
but they'll get the early moments for editing.
What has been your favorite miniature
on this particular project?
José:
Probably the Big Ben miniature because it's the building that I'm
much more familiar with, and I think everybody else is; even outside
of the UK there probably isn't a tourist anywhere who doesn't know
what Big Ben looks like. Also, it's a particularly attractive model,
it's a beautiful model, it looks really good and. it's not every
day you get a chance to blow up Big Ben, do you?
What are your first thoughts after
a model like that has exploded?
José:
The first thing I want to do is get to the video quickly, just to
see whether it has worked. I check all the camera angles, just for
peace of mind, even though you don't get a good picture on video,
it's not the same as seeing it on film because you miss a lot. That's
just peace of mind that you've got what you need. Then I go look
the wreckage and make sure all the charges have gone off. As long
as you get those two things you're probably going to sleep well
that night, and you've got something to look forward to the next
day at rushes.
Big Ben has worked really, really well,
we're very pleased with it. Especially the clock face, because that
was something they were quite particular about. You're talking about
milliseconds difference between it being exactly what they want
and not. There's a lot of touch and go and a certain amount of luck
in it, as well.
HOUSES OF PARLIAMENT
What are you doing with the Parliament
buildings?
José:
Our first take on it was good, they were very happy with it. However
we've got the luxury that two of the miniatures environments that
we built for this picture - one being Old Bailey and the other being
Westminster - they're the only two miniatures that we had the opportunity
of doing a second attempt on. So we're not changing a great deal
from our first pass on it, other than a couple of the secondary
cameras because we've got those earlier positions covered now. The
hero cameras will be identical, they'll be as they were on the first.
We're going play around a little bit more with the pyro, just play
around with the sequences. The intensities we were very happy with
before, the quantity of them, the volume of them. This time I'm
going to add a few more in and also destroy also the terrace wall
with the straight lamps attached - maybe knock a few of those out.
Is that going to cause any problems
with the fact that the other side of the embankment is being hidden
by blowing that out?
José:
It didn't before, but for this we'll have to separate them, and
there are a few lighting reflectives that we've hidden on the other
side of the wall, to help with a bit more bounce light, a bit more
up light on the side of the building. So for this, just in those
key areas, we'll have to just cut those sections out so we don't
expose them.
Can you explain the tracking aspects
of this shot?
José:
I think the inspiration for this shot has come about from a shot
we did for Lost in Space a few years ago, where we blew up the proteus
space craft. It was a similar scenario where you had a 35 ft long
model space ship and we had to do a sort of flying move underneath
it. We worked out that with the frame rates we were using we would
need to actually be tracking a tad over 40 miles an hour, which
is obviously beyond the grip and the dolly. We also had 150 charges
on it and we had to guarantee each one went off in exactly the right
place in the frame, so we knew we couldn't rely on the human element
to get that right, it was too complicated. So we developed a system
of read switches, and we're using those again on this one.
Basically all they are is a simple
contact switch, a read switch, and we just insert those along the
side of the track and we have a jockey wheel that runs on the dolly,
and as the dolly runs by the wheel triggers all the switches. It
means I can do a dry run and just walk the camera through and at
any point in the shot I can say I want that window to blow or that
charge to blow and we just place the relevant switch underneath
the jockey wheel and it will go off exactly on cue. It worked very
well in Lost in Space, it was a really cool shot with all the pyro
chasing the cameras as it flew backwards. So on this shot here,
we'll be tracking backwards the pyro - we'll start blowing as we
move away, and then I'll place the pyro so it starts to catch up
with you, so the shot it wipes out and gives them a good cutting
point.
What will be the frame rate?
José:
For this, in fact for every shot that we've done so far for Vendetta,
we've chosen 150 frames. We did do some pyro tests a couple of weeks
before we started and we used Photosonics as well during the tests,
and I felt that 150 was the optimum speed for the scale of miniatures
we were working with. We ran the Photosonics up to 200 frames, and
in the past we've run them way beyond that, to 300 or 350 frames.
That it was a little bit too lethargic for us, and 150 is a nice
speed because it means you've always got the option - if you want
to speed things up slightly - maybe in post you can go back and
speed it up to, say, 120 frames. You've got the information there,
rather than less and trying to extend it. 200 frames tended to work
well for the very early moment that a charge would go off, then
once it started to burst it became a little bit too lethargic for
us and it spoiled the scale.
As far as it running on the track,
how do you actually get the camera to up to the speed you need?
José:
I like simple technology, I don't always trust getting too sophisticated.
As we've done on countless films, we've got a 4X4 [four wheel drive
vehicle] hooked up and we run cables through a pulley system down
the track across the stage and hook it up to the back of the car.
Then we do dry runs and decide on video which speeds work best for
us. I just get in the car, put my foot to the floor and watch the
speed.
Do you drive the car?
José:
I do, but generally it's because I tend to be the one with the 4X4
and also, if anything's going to go wrong, it's going to be the
car, it's going to be the pulling speed that will mess the shot
up. So I prefer to put that onus on me rather than someone else.
Then if it's not right, I can take the can for it.
What speed do you need to drive for
this shot?
José:
For this we've done a 2 to 1 ratio on the pulley system, so I only
need to travel half the distance and half the speed and the camera
will double that. On the first take I did about 9 miles an hour,
so we got 18 mile an hour camera speed. Simple but it works.
THE OLD BAILEY
Which model was the most challenging
build?
José:
The Old Bailey because it's quite a complicated building; there's
a lot of ornamentation and all the pillars, and they wanted to see
the whole thing fall apart eventually. It was a matter of building
a model that's large scale so you're dealing with physical weight
- whether you like it or not, there's going to be a lot of weight
involved in the model because of it's sheer size. It had to be strong
enough to hold it's own weight, and stable enough for us to be able
to work round it and load the pyro into it, but weak enough that
when you start pushing the buttons, the whole thing breaks apart.
It was quite a challenge to do that, but we've got top guys here
- model makers and good supervisors - who did a good job of it.
Is it true there's no glue holding
the Old Bailey together?
José:
We couldn't glue it, but it was interesting how stable it became
just because of it's sheer weight, the down load on it was phenomenal.
We were worried about bricks falling out and things starting to
collapse before the event, but you literally couldn't remove any
bricks because of the sheer down load of the material.
How do you address the safety of such
huge explosions?
José:
We have to have a plan. We got firemen involved a few weeks before
doing any explosions, and updated them when we made changes so they
were aware of what we were proposing to do. We knew one of the problems
here was going to be heat, the heat moving up quickly to the roof
of the stage, which was why we had the canopies placed over the
models. The canopies are all fireproof fabrics that doubled up as
backgrounds because we were shooting against black for most of this.
The idea of those was to act as heat baffles the initial heat
would go up and hit those first, then give a bit more time for the
heat to dissipate before it rolled round. There was nothing to feed
the flames once they got up that high, however we had firemen on
standby on ground level with fire hoses that were capable of reaching
the roof of the stage anyway. The other thing is protection for
eyes and ears - ears were the main thing with this because of the
shockwave coming off the charges.
There's also the detail model of the
words on the Old Bailey; was that built from plaster?
José:
Yes, it is all plaster. This model wasn't part of the original brief.
That particular part of the miniature on the complete version of
the Old Bailey - which we did at seventh scale - is quite a small
detail, but they wanted to feature it, it's quite a specific shot
in the film, the idea of the inscription breaking up. It's one of
the first things that actually blows when the building goes. So
I elected to do a new version of it - a bigger version - so we built
that at sixth scale. We're really close to it so we needed a bit
more space between the lens and the object itself to give it a bit
more weight. If we'd used the original building it wouldn't scale
right, it wouldn't have been convincing enough.
How many times are you shooting that?
José:
We've done it once and we're going to do it again. This, funny enough,
is the only miniature where we really feel Photosonics would come
in, because we're so close to it. We're using cordtex to break the
plaster up to really, really damage it. We're not so interested
in flame elements on this, it's more about stone being blasted and
thrown at camera. For this particular shot we will use a Photosonics
camera, but the only reason for that is we're so close, we're only
4 or 5 feet away, and the cordtex moves very, very fast. It'll throw
the debris through frame very quickly, so we really need some help
to slow that moment down.
How many frames will you shoot that
at?
José:
We'll probably go around 200 frames. When we did the first take
we shot at 150, and then I played back the footage at the equivalent
on the video of 200 frames, which felt about right. That also gives
them the option of speeding it up, if they want to vary the speed
of it. Maybe we'll start the initial thing at 200 frames and then
crank it down as the debris starts to leave the miniature.
MADAME JUSTICE
What challenges has the splitting
of Madame Justice presented?
José:
The brief on that has evolved several times. The original brief
was she would just split and then she would get engulfed in the
events. Once we did the wide shots on the building itself where
we had a seventh scale version, they thought it'd be really cool
if she broke apart. So I put some charges under a pre-split larger
scale version of her that was made so when we did the wide shot
we fired the base charges and she actually splits in two and drops
down as the pryo ripples up towards her. Now we're giving them a
nice, tight, establishing shot of that moment. Rather than just
splitting her, we're going to do an initial split shot, which ties
in with an earlier moment in the sequence. In a really tight shot
you'll see the two halves actually break apart, and that will link
into the wide shot.
How was it determined where the split
would be?
José:
We discussed it, and once we had taken the first section of her
out of the mold we took some stills and then drew potential split
lines. We decided it was nice not to split the face in half, but
keep the features on one half. We've been careful with the face,
just to go around the side of the face. On the body we've followed
the shape of drapery so it's a natural split line on her, not straight.
We've got the left arm that holds the
scales, and when we do the close up of the event you'll see the
arm break with the scales. The arm with the sword in it has got
a pre-built split in it, so the casting will crack but it won't
drop. So it'll be left with a sort of open wound, if you like, in
the arm.
MINIATURES & VISUAL EFFECTS
Is there a logic to designing pyro, to designing things that explode?
José: It's kind of logical, but then there's a lot that's not predictable, which is a reason for using miniatures. If you were doing this CG you'd have to work with a plate and build a 3D building, but then someone has to sit down at a monitor and animate and work out how something is going to break apart who probably knows absolutely nothing about physics or pyrotechnics or architecture. Why not let nature do it for you, and you get some amazing surprises. Sometimes you do shots and you're expecting X and you get Y and it's 10 times better than you ever expected, that's just luck, nature, physics.
Were there any particular bonuses on this shoot?
José: When the Big Ben clock face blew like this last one we did it was really nice. We all did the timing slightly deliberately, but we got a nice piece of the clock that stayed recognizable as it flew through the air until it finally broke apart. It's in the detail, really, probably the bits will end up being cut in. We did a huge explosion on The Avengers, that's another Warner Bros. project, and we blew up this huge Wonderland Weather sign. It was a sixth scale build, a very complicated sign full of neon with all this special back lit wording, and when we blew it the two Ws for Wonderland Weather blew out through the fireballs at camera. I'd like to say we planned it, but you wouldn't stand a hope of getting that to work if you wanted to, and it was perfect.
During the last decade visual effects has become more and more used; has that changed your job in any way, or the way that you would do things?
José: It has changed my job to a certain extent. I've been doing it for twenty something years now and not every film is the same, but in general these days it is different. It used to be that you'd have a physical effects supervisor on a picture, you'd have an optical supervisor and you'd have a miniatures supervisor. Those three people would attend all the meetings and the planning, and you'd work together and coordinate together to produce the end result. That's changed since the advent of CG, the digital supervisor has taken that role now, it's like they've become the middleman. However, not on every picture, I've worked on a few films in the last few years where you still get the opportunity of dealing directly with the producers and directors on a creative level. That's the area I do miss. Unfortunately, that's the way it's turned out, but I don't think it's always a good thing.
In general terms, the amount of miniature work on pictures has drastically reduced. When I first started there was an endless supply of miniature work on pictures, and that's diminished to probably 15 to 20% of what we used to get. But that's just evolution. When the call comes now to do miniatures, it tends to be on big specialist sequences where you need a real physical object in there to produce the effect.
Do you experience any directors who hate CG and try to stay as practical as possible?
José: You get different camps. You get the real pro CG people who tend to be - generalizing of course - the much younger directors, or directors who've got massive budgets to play with. Then you get people who don't technically really know, but understand miniatures perhaps, and like the idea. There are a lot of people who like the idea of being able to see a miniature because they can relate to it. Then you get other directors who are out and out big fans of miniatures; Tim Burton is a good example. You don't have to do any sales pitch to people like that because they know as much about miniatures as you do yourself. That's always comforting, to get involved in projects like that.
Thanks José.
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