In Mount
Doom, what is CGI and what is miniature? And where was that
location?
DH: Mount Doom we did a lot in pick-ups - we shot quite
a lot of that this year on stage. Particularly the Gollum fight
sequence where Sam eventually smacks him and Frodo runs off.
We made a rubber set, basically, about 8 meters high and 15
meters wide that sloped down 45 degrees in a series of steps
and we made it all a rubber mold of rock. It had to match the
stuff shot up in the mountains of Rai-Pu in the wild. We had
to blend into that a wee bit.
The gates of Sene-Gal - that was largely miniature. We
built a walkway that runs above the flowing lava - and
the rock they land on - of course we built that. That
was all set pieces, but the lava flow...
GM: We actually shot a lot of it up in Rai-Pu which is a volcano
in the middle of the north island which is an army training
area. During the winter months it's a ski area, and during
the summer all the snow is gone, and there is very delicate
mountain flora on it and we had big troubles with conservationists
who were really on to preserve all that stuff - for obvious
reasons - we had to be very careful in shooting those
sequences.
DH: How many yards of carpet? We had to lay out these carpets
of mosses over the mountain to kind of prove that a crew of
three or four hundred could stomp around and not hurt anything.
GM: It took our greenspeople a year to get it to sign off.
We were lucky to be on the film there.
It's a testament to the quality of these films
that no technical aspect of these movies overwhelm the rest.
What's the key to accomplishing that?
GM: For me, the whole look of this thing was pretty disciplined
from the word ‘go'. It was particularly early with the
John Howell (?) look and secondly Peter took a huge amount of
time - particularly in the early stages - to think and workshop
ideas for armor, architectural stuff - we were working together
on this stuff. It wasn't like we were all working in separate
little rooms wheedling away on our own ideas. Peter actually
had this stamp - "PJ Approved..."
And this is from a creative point of view - from a budget
level, in much the same sort of way, we really had to watch
what we spent. Even though there may have been a lot of money
in one instance, it was actually spread across the whole thing,
so we didn't have a lot of money to spend on this thing.
We had to be careful what we built and what we couldn't
build. It was a very close-knit community.
DH: It's about every department being interlocked. Peter
was obviously the catalyst there. It was about creative meetings
where we discussed how this would work and how that would work
and all the creative meetings involved all departments. To a
certain degree - there were morning meetings at 6:00 -
before we started work for the day, we'd talk through
the storyboards and who was doing what and what road we were
going down.
There were no egos that were big enough - "Right,
I'm doing this" - it was all about
how we could all operate to achieve one look.
Was there ever any of the storyboards that you saw
that you never thought would be able to be done?
GM: Often. Robert Enjon (the storyboard artist) got into the
habit of drawing these concepts and they'd put figures
in them.
DH: You'd look at them at first and say, "Oh that's
not too bad" and then it'd be whoosh! (laughs) The
first one I saw was the Mines of Moria - the Great Hall.
When did you first find out about the DVDs? When did
you first get to realize, "Oh, it doesn't matter
if this gets cut out because it will end up on the DVD"?
DH: We knew from very early on that Peter had a mind to make
an extended version. He said it wasn't going to be a director's
cut - the director's cut is the film - but
there was so much material and so much good material that he
wanted to make an extended version.
GM: I remember him saying, "I'm looking forward
to sitting down and watching the 12 hours of this." We
weren't really involved with what was going to be on the
DVD, and obviously Peter didn't know until weeks before
the release on his final cut. We just treated everything the
same way.
DH: It's a very organic process in terms of what ended
up being cut. We shot 18 weeks of pick-ups this year -
stuff that essentially was going to be in the cut, and a hell
of a lot of it wasn't, but I saw a rough cut 3 or 4 months
ago that was about 4 _ hours long. It had everything in it.
There's plenty more. I heard from New Line that they're
doing another box after these with even more stuff that's
even longer.
GM: I hope they bring out the cinema versions - I think
the DVD is paced differently. That'd be great for aficionados
to watch the cinematic release.
DH: Of the extended version.
GM: Right.
DH: What I'd like to see is the extended version in cinemas.
Sean Astin said that on some sets there would be shale and things
actually brought in from the locations you were trying to replicate
to help the actors get back to those locations. How much of
that was actually stuff you'd bring from the site?
DH: We would usually be using about 10%. We created the big
elements out of traditional building materials and then we dressed
them with real foliage or real rock or real grass.
GM: We used as much real stuff as we possibly could. All the
greenspeople would be trolling around the real locations finding
grasses and mosses and things that matched. It was a matter
of mixing and matching and looking at the stuff we'd shot
- because a lot of the stuff we'd shot at different
times, so you'd have to match those shots.
Grant, have you been enlisted for King Kong? Are there
any secrets you can reveal for us?
DH: We haven't had too many discussions with Peter yet.
It's about getting a relationship going with a group of
people.
GM: Peter looks for new faces. That he's brought us and
a whole bunch of people from Lord of the Rings is fantastic
- I suppose he's expecting a similar sort of thing.
It's a smaller movie. And it is going to surprise people.

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