Production
Designer Grant Major began his career in design at
Television New Zealand. His projects ranged from production
design for the Commonwealth Games ceremonies to conceptualizing
the New Zealand Pavilions at the World Expos in Australia and
Spain. His feature film credits include Peter Jackson's Heavenly
Creatures (1994) and The Frighteners (1996), as well as Jane
Campion's Angel at My Table (1992), the cult horror film The
Ugly (1997) and last year's Whale Rider.
Set Decorator Dan Hennah studied architecture
at the Wellington Polytechnic School of Architecture before
beginning his career as one of New Zealand's top art directors.
His previous feature film credits include the popular German
television series "Treasure Island" (2001), the Rob
Cohen thriller Nate and Hayes (1988), and, coming in 2005, Peter
Jackson's big-budget remake of King Kong.
Let's talk about the creation of Minas Tirith - the
method of taking paintings and concept art and having it have
to be this huge thing that has to be specific to the story.
Dan Hennah: The truth comes in analyzing the book. The book
is actually quite specific in its description and we made a
model - an architectural model - and it was a little over-the-top,
so we toned it down. We really workshopped with WETA. We were
looking for architectural clues for what it would look like
- we referenced a lot of Roman books to decide what it would
look like. It has to have a sort of presence to it. We just
worked it out slowly - we figured out what we were going to
build and what we weren't going to build, what we could afford
and what we can't afford.
We actually built it over the bones of the old Helm's Deep
set. We used the same location and structures and changed them
a little.
How did you decide what would be built and what would
be CGI?
DH: There are storyboards, and we had a series of meetings
in the early days of the production where we talked about game
plans for how to do this. There was always room for CGI stuff
in wide shots and set pieces were more realistic. It was mostly
a matter of finding out where the majority of the action took
place, and then the creation of a jigsaw of actionaries that
linked together in particular ways. It's a process.
What are the easiest things to do in these movies?
We always hear about the hard stuff...
DH: The dressing side of things is good because you've thought
about things to such a degree and the things have taken a 3-dimensional
shape, and things come together when you add the human element
into it - the people who live in Minas Tirith, for example,
the way they live their lives and things - it's easy, but it's
enjoyable.
Grant Major: It's also important because it creates the illusion
of layers and layers of information telling us how they live.
The authenticity of that race is very important. For me, getting
up each morning was the easiest thing about this (laughs). I
was looking forward to new stuff.
Was there a sense while you were working on this that
you'd never be able to work on this scale again?
DH: We certainly got accustomed to the big picture. It was
fantastic to work on that scale, sure. For me, it's a different
way of thinking about how you do something. Instead of coming
into a room with a 20x20 blue screen, you put up a wall of containers
and paint them blue - well, coat them with ply and paint them
blue. It's that sort of scale - you're faced with a whole different
set of practicalities. And instead of having one or two draftsmen,
you have ten draftsmen.
GM: It's a quantum enlargement of what we usually do. We just
multiply it. We were confident that this was going to be one
of the biggest set pieces.
What standards have these movies set for others to
follow?
GM: I'd like to think that we started off the project with
the highest standards we could get and it was really a matter
of maintaining that over the years.
DH: I certainly started off with lesser expectation, and every
month and day things just sort of grew and grew and got bigger.
And your expectations grew, as well.
GM: Obviously the fifteen months of shooting were stressful
because we were shooting so fast, but people kind of warmed
to the task as the year went on so things seemed to be way more
doable toward the end of the shoot than they were...
DH: You also have to remember that we started off with one
unit and that grew to a second unit and a ‘b' unit on
the main unit - we ended up working with seven units, so it
was just splitting forces and keeping focused on what Peter's
doing, and sort of stretching resources.
Is there anything different you would have done if
you had the chance to go back and redo some of the early stuff
you had done?
GM: I've never really thought about that.
DH: The first thing we really did was build Hobbiton. We built
it a year before we were going to shoot - we wanted grass to
grow, we wanted the flowers to grow - we wanted it to be real.
And that sort of gave us a year to get our feet on the ground.
I can't think of anything that I would do differently. Certainly
over the five years we developed techniques that were better
at the end than the beginning in general.
GM: Our greenspeople were fantastic and they were able to achieve
so much more toward the end because they got so good at it.
We never really had a big ‘greens' industry - sub-industry
- but by the end of it we certainly did. I think people who
were able to hit their stride during production were able to
achieve so much more.
DH: There was not a better-looking result, it was about the
quantity of it and the shortcuts you'd take.
The CGI and miniatures in the film are blended together
almost seamlessly. What were some of the larger miniatures you
used?
GM: Minas Tirith - Richard Taylor called them "bigatures."
They were beyond miniatures. Those were about 6-7 meters tall.
It's all the big architectural things.
DH: Barad-dur was pretty important. And Isengard.
GM: As a matter of planning where we finished and where WETA
started, there was a little bit of gray area between the two
so we did tend to sometimes create forced perspective. So sometimes
sets that were 1:1 foreground became 1:20 with no back. The
Paths of Kirithungol is a good example - we have Shelob's Lair
going toward the tower - that was a model that was kind of at
the end of the set.
DH: There was also the cave in Minas Tirith that Gandalf comes
riding out of - that was forced perspective.

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