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BACKGROUND
How did you get into the world of
film and visual effects?
Matt:
I'm one of those geeks that wanted to work in digital effects when
I was seven. I saw Star Wars for the first time when it came out
when I was seven years old, and I walked out of the cinema saying
to my dad I was either going to be an astronaut or I was going to
work in the film industry. I got my first eight millimeter camera
when I was seven and a half or eight, and started making little
films in my garage, which I turned into my film studio with models
and stop frame animation and blowing things up. So it was always
an ambition of mine to work in the industry. I also read loads of
books: when I wasn't reading action stories when I was a kid, I
was reading the technique of visual effects and cinematography.
I was a geek!
I went to film school and after that
I started as a runner at Cinesite, the company that I work for now,
and basically worked my way up from there. I would babysit renders,
which means making sure that machines don't fall over and the renders
crap out in the middle of the night, so you're here all night. Then
I started as a trainee compositor, then a compositor, then a sequence
supervisor, then an on set supervisor, until I ended up as a Visual
Effects Supervisor, which is the job that I do now. So that's basically
being in charge of anything you can't do for real in the movie for
Cinesite.
Considering that you were so looking
forward to actually getting into working in films, have there been
any particularly exciting moments for you?
Matt:
I was overall Visual Effects Supervisor for King Arthur, the Jerry
Bruckheimer movie, and that was cool. When you're a kid and have
watched Jerry Bruckheimer action movies, and then to actually be
sitting in a room and having a conversation with Jerry about the
scene that he wants, I felt that was pretty good going. The first
time I did any on set work I ended up supervising the second unit
on a James Bond movie. You're on set and the action director is
asking you what to do, and there's Pierce Brosnan over there as
James Bond. It is hard work, but there are occasional moments of
realizing I am doing what I always dreamed. I remember one time
driving along Sunset Boulevard in Hollywood with the Beach Boys
playing, and thinking… this is what I wanted to do when I was a
kid!
With my job you tend to get involved
in many things from early on in the production, so you tend to follow
things through. It's interesting when you get your original script,
and when you look at what needs to be done and you wonder how on
earth are you ever going to do half of what is written down in the
script, and then you follow it through. You're on set when the movie
is being shot, and you're responsible for the day-to-day how do
we shoot this, how do we do that, and any problems that may come
up. You have to work very closely with the director and the cinematographer
and the production designer to make sure that everything done in
post is in keeping with the overall vision of the movie. Then in
the post facility you're supervising a team it could be several
hundred people - directly responsible for every shot, and in many
cases the methodology used for those shots. You work with the editor
as well, so you get to follow the movie through pretty much up to
the premiere.
V FOR VENDETTA
What was the first you heard of the
project V For Vendetta?
Matt:
I have to say, I'm one of the people who remembers the comic book.
I was a big Alan Moore fan when I was in college. I went through
the Watchmen thing, I had the little smiley badge with the bloodstain
on it, and everyone was doing ‘Who watches the Watchmen' graffiti
all over the walls at college. From enjoying Watchmen so much I
got V For Vendetta - the original graphic novel - and read that,
and thought it was cool and interesting. I first heard about the
project when it was being discussed months before I was even involved
- in the film industry you hear about these things going on and
who's working on them. My role on V For Vendetta is slightly different
from what I've done recently, I am the VFX Supervisor for Cinesite
- the main Visual Effects Supervisor is Dan Glass.
Before we got involved in the project
we were asked to do a test for some crowd Vs in Trafalgar Square
in London. I was very excited about doing the project, so I managed
to get on the roof of the National Gallery [on Trafalgar Square]
by making a few phone calls, and I took some pictures of Trafalgar
Square. Then we got some Saxon warriors from King Arthur, because
we had all these CG crowd guys from that, and we changed the costumes
a little bit and put them in hats based on what we'd seen in the
comic book. I think the production liked that, and also Cinesite
- the company I work for has probably the biggest miniatures division
in the UK as well. That's the part of the company that builds miniatures
and does pyro, and on this there are obviously a lot of miniature
explosions (although the miniatures are actually quite big). So
it was a plus that we could do the miniatures work as well as the
digital work.
We had meetings with Dan and we got
on, and I guess money was involved somewhere along the line as well,
and we were hired. So I went out to Germany a few times to help
Dan out and to become more familiar with the project. Basically
the team working in the UK is my responsibility: to make sure that
shots are going through the facility, to make sure what is needed
is being acted upon, and from a creative point of view to help steer
the show to the way that James [McTeigue, Director] wants to see
it on screen.
How many people are working on the
project at Cinesite?
Matt:
At Cinesite there are two sides to the project. On the miniatures
I think there were a good 60 or 70 miniature builders making the
models and filming them, and you may have spoken to the miniature
people who have got better information on that. [See interviews
with Jose Granell, Nigel Stone and Nigel Trevessey.] On the digital
side it started the way it always seems to work on projects: you
start with a core team, and then you bring on more and more people
as the sequences go through, I think we had around 40 or 50 artists
working on it at its highest point.
On a movie like V For Vendetta, there
are so many different types of effects: there's the CG crowd, there's
the knife trail sequence, there are explosions, and there are all
these other shots. So a good way of achieving everything is to have
key people responsible for each sequence, so you're basically set
up like a pyramid structure so the information always filters down.
Then we have artists assigned to different sequences, whether they
are 3D artists the people doing the computer graphics or whether
they are 2D artists the compositors. We have to take all the green
screens, the CG, and the matte paintings, and compile everything
together, so we've found that structure works for us.
VICTORIA STATION
What is one of the key sequences
your team has been working on?
Matt:
We have a team of 3D artists who've just been doing knife trails,
for example. That's actually been quite a challenging sequence in
terms of getting the look, because it's one of those very disparate
things that has a fantastical look. Obviously it has to be what
James wants, so we went through a process of iteration artwork,
if you like - it was one of those looks that's been refined many
times over. We've probably done 60 or 70 different ideas of what
a knife trail could look like, finally getting it to the way where
James is happy and how it will be seen in the movie.
Will the knife trail just feature in
Victoria Station?
Matt:
It's just in Victoria Station, towards the finale of the movie,
when V confronts about 14 Fingermen, all with automatic pistols
firing at him, they shoot him and think that he' should be dead,
but he just keeps on going. He pulls out his knife, and the movie
goes into a kind of slow motion - it was shot at a very high frame
rate, so everything becomes like there's a slightly different time.
Maybe V is so quick with his knife that as it's cutting through
the air it's creating some kind of shock trail. The trails basically
emphasize the fact that V is doing this incredibly cool kind of
fighting, and the speed has been played with so it's not a real
world time thing. I think the concept of the trails on the knives
was inspired by manga and comic books and cartoons, where you have
those nice shwingy trails. I remember sitting outside a café in
Berlin that they were filming at and looking at pictures in manga
comic books that looked like what we were trying to create.
V's knife is just a regular kind of
knife; he has a whole bunch of them. When they were filming the
scene, the stunt guys would actually be fighting with those knives,
but there was obviously no kind of trail on there, because they
were just shooting with regular film cameras on set: hand held and
dollies and steady cams. Our first job is to take those frames into
the computer and then basically work out what the 3D camera is doing
by tracking. Essentially that means that the computer looks at different
points in the background, and if they're in frame one, they're there,
and frame two, they're there, that must mean the camera has done
something. So basically it goes through a complex algorithm that
says, OK, that's a 35 mil lens and it's on a dolly and it's moving
at X speed. From that, the tracking and animating department had
to go in and roto-animate. We had a mannequin that was the shape
and size of V, and CG models of the knives that were the shape and
size of the real knives, so it was a case of going in and actually
matching your CG knife to the real knife and the real action. Then
from that you can generate paths basically, the path of what the
knife is doing. From that a variety of different renders are used
in order to create the effect of the knife trail, combined in the
composite with various tricks to integrate them into the scene.
MULTIPLE Vs
You did an initial test on multiple
Vs, how did the process continue?
Matt:
There are CG Vs in a scene at the end of the movie - there are thousands
and thousands of identically dressed people marching down on the
Houses of Parliament in London. We did some filming, which was quite
a cool thing - it doesn't happen very often in London, they were
able to shut down Trafalgar Square and Whitehall, which is near
Downing Street where the Prime Minister lives, and down to the Houses
of Parliament. We had three nights where we closed off the streets
around there, which is a really big thing to do in London, it's
kind of like they were filming outside the White House or something.
I think we had 400 extras dressed up in V masks and costumes, which
looked cool, but when you want to put the camera really wide we
would have to have 5,000 or 10,000 people in costume. Twenty years
ago they probably would have had to do it if they had the shots,
but now what's more common is to do digital characters. So we made
some digital V models.
In the movie they're all supposed to
be different people, so we couldn't just make one digital guy. We
had to make four or five different shaped and sized guys, and some
ladies as well, with different body styles, so you get a random
feeling in the crowd. To initially animate them we did a thing called
motion capture, which is essentially capturing the movement of real
performers in this case it was me and a few colleagues from Cinesite.
We went to a motion capture studio and got to look a bit stupid
dressed in skin tight black lycra, which shows what you'd been eating
the day before. Then you stick these little balls over your body
in a room full of infrared cameras, and the cameras can plot what
your body movements are doing by reading the balls, and that information
is fed into a computer. It's a fairly complex process, but that's
essentially how walking into this little room can be translated
into a 3D model, and then that can be translated into one of our
CG Vs.
We also have crowd simulation software
which basically means that rather than have to individually animate
each person, you can set up behaviors for them so that they never
get too close to each other, or if there's an object in the road
they'll walk around it. It's essentially an artificial intelligence
system based upon the topography and on what's going on. So in motion
capture we captured a load of clips of us walking in different ways
and climbing over things, which was all fed into the computer. In
the movie there are aerial shots of Trafalgar Square and Whitehall
and Parliament Square, where I think the Vs are going to look pretty
much like little ants walking around, but if you went in closer
and closer and closer you would actually see they're very detailed,
textured people with their capes are billowing, and their hats as
they should be. You have to go in and put in too much detail because
if it's not there you would probably spot it.
BIG BEN & PARLIAMENT
What was the digital process of working
with the miniatures?
Matt:
One of the cool things about V For Vendetta, and about working at
Cinesite is that you're not limited to just having to do computer
techniques on shots. We're able to make very large models - it's
always cool, whenever you're doing explosions or anything like that,
to have things happen for real. So if you can really blow something
up, it's probably going to look a little better than a computer
simulation. The randomness of something like that done for real
sometimes gives you really cool and interesting shots. There are
two scenes - the finale of the movie, and also towards the beginning
of the movie - where two famous London landmarks get destroyed.
At the beginning of the movie there's
the Old Bailey, which is like the Supreme Court House structure
in London with the statue of Madame Justice, who is a figure holding
the scales of justice. Obviously they wouldn't be too keen for us
to blow up that for real in London, so we built a several models
of Madame Justice and the Old Bailey, and rigged them with pyro
charges and shot them against a green screen, which allowed us to
put in real backgrounds. In the case of the Old Bailey, Dan Glass
and I went up on a roof one night and took lots of photographs of
the real Old Bailey and the surrounding environment. We're able
to take those images and then make very large, detailed matte paintings
of London, but then change it to make it the London of V rather
than the London of today. Then we're able to composite the miniature
elements within the matte paintings, so it looks as though it's
a real building and a real place, but of course we're adding in
explosions, and we're adding in firework elements that were shot
separately against a night sky. If you like part of the explosion
from take one, but the debris shower from take two, we are able
to go in and combine all of those different elements to get the
coolest explosion you can possibly imagine.
On the clock face of Big Ben James
wanted explosions to be racing up the top of the tower, and then
have the clock face explode and the whole tower collapse. To achieve
that, we built a series of miniatures that we blew up in various
different ways. We were able to take our miniature elements, and
actually nest them into the plates of the real Houses of Parliament
in London.
We built the House of Parliament in
sections with the right architecture and the right shapes, and we
were able to take those explosions and composite them into plates
of the real buildings. So you basically get a sense of London along
with the buildings, and you get the water and everything else, rather
than just sticking explosions over the top of the real surface that
isn't really reacting to the shape of the explosion. If you did
that there would be no windows and things blowing out. However by
building a miniature and blowing that up then sitting pieces of
those shots in, you're able to get the explosions all conforming
to the right shapes of the buildings and cool interaction on the
surfaces.
Parliament and Big Ben exploding is
a very large scene that was very specific about which bit of the
explosion goes first, so we were able to get the desired look by
integrating the very latest in the digital realm in terms of CG
with what was done back in the day with models. You're taking elements
whether it be a live action Natalie Portman [Evey] in front of
a green screen, or a digital photograph of London, or a miniature
and combining all of those things together in one shot. It's like
a jigsaw puzzle… putting all the pieces together to get the shot
you want, and it allows you to control so much more. Natural elements
like fire are still tricky to do in CG - getting all the dynamics
and the debris to look real. By building the miniatures we could
put a camera at the foot of the model looking up and have all kinds
of debris and rubble falling straight at the camera, and it looks
really cool, but that would take ages to do in CG. It also gives
something for them to cut with.
Were you a part of deciding what scale
to make the models?
Matt:
The scale was primarily decided by the Model Unit Supervisor, José
Granell; it's one of those things that takes years of experience.
The miniatures guys on this film have been working in miniatures
for 20 to 30 years in some cases, and there are rules about camera
speeds and model sizes for things like flame and water. We always
want to try and have models that are as big as possible in size,
because natural elements scale in different ways. Scale also comes
down to physical limitations of the space where we're shooting
the Big Ben model couldn't have been any bigger because we would
have had to take the roof of the stage off… and that was a pretty
big stage. The scale also has to do with frame rate and with lighting,
because you need to keep your f-stop wide open to keep depth of
field. This is all the model unit's thing - they know that stuff,
and they're able to come up with the best solutions.
VFX DAY TO DAY
Right now you are five weeks from
final shot delivery, what does that mean for you on a daily basis?
Matt:
We probably would have shot out sequences on film the night before,
so the first thing we would have is film dailies, where we go and
sit in the screening theater and watch what went to film the night
before. We check that it's OK, and check that it looks like what
James wants. Some sequences are finishing, so people are being moved
onto different sequences, so I'm working with the production team,
allocating people to sequences and new shots. I also go around the
different teams and artists, looking in and answering technical
or creative questions about what something is supposed to look like,
or what has happened during a particular shot. We also have what
we call digital dailies, where we sit in a 2K playback room watching
shots in real time on a high def system. More usually we look at
shots on a high resolution computer monitor, and from that we get
a sense of what we'll put to film. We also present shots to Dan
Glass to check that he's happy with what we're doing and to give
him the opportunity to make any comments.
How much creative freedom do the matte
painters have?
Matt:
Different productions do things in different ways. For V Owen [Paterson,
Production Designer] had some beautiful concept artwork done, which
essentially gave the mood and the look. One of the things about
visual effects is to make sure that everything you do in post is
still harmonious with the rest of the world of the movie. In many
cases the Production Designer and the art department team have left
the picture long before many of the digital artists start working
on it, so part of the job of a supervisor is to make sure you keep
that look throughout. The matte painters are artists to a certain
extent - these guys are really brilliant at what they do - so they
instinctively know how to take different photographic elements and
to combine them in certain ways. Matte paintings used to be done
on sheets of glass, where they would literally go in and paint with
a brush and acrylic paints. Now it's done primarily in computer
with Photoshop software, but these guys are able to take the basic
playing around with Photoshop to the next level, and make something
that is completely photographically real, and obeys all the laws
of photography and depth of field and focus.
A lot of the movie takes place at night
time, so when we were doing plate photography we would do digital
stills, but in order to get the full dynamic range on the very high
resolution digitals you would under- and overexpose three stops.
So you'd have your basic stop, then you would overexpose three stops
and underexpose three stops, to get these very weird looking pictures.
You'd get one image that you would expect, and one image that's
just all the really bright highlights of street lamps, and another
image which has all the dark shadows. The matte painters combine
all of those shots together so that the matte paintings they're
working on have the full dynamic range of film. That means you're
able to grade something bright or grade something dark, and not
get clipping in the highlights that you normally get when you're
dealing with computer generated elements like that. In terms of
creative it's a two-way thing they are able to go in and put
their artistry and their experience into the matte paintings, and
we're able to go in, make comments, and present it to the clients
making sure that everyone gets precisely what they want. If James
wants to move a building we're able to do that now; it's very much
a collaborative process.
OTHER VFX SHOTS
What are some visual effects your team is working on that may not be recognized as a visual effect in the film?
Matt: Straight off the bat would be a shot in Piccadilly Circus, which is this very lively area in the West End of London. It has a big sort of neon sign with lots of advertising for different companies on it. What we're doing is actually changing that sign to become a screen that V is able to talk to London on. We're working very hard to make it look exactly like the jumbotron that they now have in Piccadilly Circus, so if you're not intimately familiar with Piccadilly Circus you might think that it was there. We're not doing a lot of advertising in the picture, so we've had to remove all the advertising holdings. Also, the real screen is only about half the size of the one that will actually end up in the movie, so we've had to make a huge screen and add in a little ticker tape similar to what you see in Times Square in New York. I think that's one of the things that Londoners will look at that and wonder how we did it.
There's another shot where Natalie Portman [Evey] gets a raindrop splashed on her face, which is quite a complex shot. It's one of those shots where you think someone might have stood there with a little dropper and drop the raindrop on her face, however we're actually modeled her face in CG, and we've programmed full fluid dynamics of water splashing on her face. That's incredibly complicated effects for something that I hope people will think she's just standing under a hose or something like that. James wanted to do this very complex shot, following a single raindrop moving down her face, amidst other raindrops. We were able to play with the speed of the shot infinitely in the computer, and real rain wouldn't have reacted in the way that James wanted.
We have also done some wire and safety harness removals, and things like that. Audiences now want cooler and more exciting sequences, and there are only so many things you can do for real without killing people, so we're able to go in and remove things these incredible stunt guys use for safety. We have also augmented things as well flames for example. There's a scene where Larkhill burns and there were an awful lot of flames on the set, but we were able to go in and add a little bit more flame and some heat haze, just to make the shots look more visually dynamic.
What makes fire tricky: the fire itself, or the randomness of something like the explosion that goes with it?
Matt: It's difficult because of the randomness of the explosion and the randomness of fire as well. You are now able to simulate crashes and things like that in a way looks cool and interesting, but if you can go out and film it in the real world, fire is not one of the hardest things to make, so why not just use something that's real?
On set it was challenging to capture the mask well - with it being white the light bounced - did you have to put any effects on the mask?
Matt: We didn't do anything on the live action mask, however for our digital V mask we had to pay a lot of attention to the way that the mask itself reflected and how it was affected by light. We were given a real mask to look at, and we would wave it under different lights to see how it would react. It is an interesting facet of the production because a lot of the drama from the film is all about the lighting of the mask. You can light the mask in different ways and it'll make V look like he has completely different expressions. One of the things that you could do with the mask digitally is perhaps shadow half of the mask, or if there's a particular mood that they want to get in you could potentially go in and matte and shadow the eyes a little bit more. So you are able to go in and tweak things like that, and I think that's being done for some shots in the digital intermediary [DI] process. You have very black backgrounds and a very white mask, and being able to do things digitally you can tweak selective areas of the frame, which helps get James's vision completely perfect on screen.
How involved in the DI process are you?
Matt: All of our shots are going through the DI. I was at the DI session the other day, seeing how it was being graded, and Dan is very involved in that. On movies it's always good for the Visual Effects Supervisor to look at grading because sometimes you've been working for months, or years maybe, on one shot, and then you give it to the colorist who hasn't had the experience that you've had on the shot, and they instantly destroy a lot of the work that you've been doing. On this show that has been quite a collaborative thing, making sure that everything is shown off in its best light. So for example, on the Victoria Station sequence, because the knife trails are so tenuous, you'd put a heavy grade on, then you would make the knife trail - you could make it go blue or pink or whatever you wanted. For that we had to pre-grade a lot of the backgrounds so we would have a very clear indication of how the knife trail would fit in there, because it's almost like grading smoke or something.
Why don't you always pre-grade shots that you work on?
Matt: We are given match clips, so when a sequence comes in we have a guy who is responsible for universally balancing a whole scene of film. Then there would be a grade given to the artist that they could employ, which would bring everything into the right kind of color area, but in many cases the creative decisions about grading are made at one of the last stages. Decisions can be made purely subjectively when everyone is sitting in one room and looking at something, so grading things often come up 0n the day.
DI is becoming another offshoot of the digital world: having the computer power to keep that movie at high resolution on servers and on disks, and being able to conform it all in a digital way, and then having the machines to record it out onto film negative and be proper cinema-sized reels, is becoming more and more prevalent. A lot of directors who've come from commercials backgrounds are used to being able to go in and do things like that, it's just bringing that kind of freedom to film work now.
As a fan of the graphic novel do you like what you have seen of the film?
Matt: I'm pretty pleased. It's a dark and very interesting movie. It's not your normal popcorn affair. The graphic novel was about interesting and challenging issues that were right for the time, and the Wachowski Brothers [Writers & Producers] have taken that and updated it, so it's right for our time now, but it's still very much keeping the spirit and the atmosphere that the novel had back in the ‘80s.
Thanks Matt.
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