The Art of The Lord of The Rings
The Art of The Lord of The Rings
COMPANY
MIFFLIN
1
BOSTON • NEW YORK 200 •
Text copyright © 2004 by Gary Russell
Artwork, photographs, stills, film logos copyright © 2004
by New Line Productions, Inc.
Compilation © 2004 by HarperCollins Publishers
"The Lord of the Rings," "The Fellowship of the Ring," "The Two Towers,"
and "The Return of the King" and the characters, events, items, and places therein
are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises under license
to New Line Productions, Inc. All rights reserved.
The Art of The Lord of the Rings is a companion to the films The Fellowship of
the Ring, The Two Towers, and The Return of the King. It is published with the
permission, but not the approval, of the estate of the late J.R.R. Tolkien.
The novel The Lord of the Rings and its constituent volumes, The Fellowship of the
Ring, The Two Towers, and The Return of the King, are published in the United States
by Houghton Mifflin Company. All rights reserved.
For information about permission to reproduce selections from this book, write to
Permissions, Houghton Mifflin Company, 215 Park Avenue South, New York,
New York 10003.
Page 1: Treebeard, pencil sketch by Daniel Falconer; pages 2/3: The Falls of Rauros,
color study by Jeremy Bennett; page 6: Rivendell, color study by Paul Lasaine;
page The One Ring Is Lost (detail), teaser poster concept by Paul Lasaine;
7:
Foreword 7
film, should surely be enough for anyone. with their favorites from the ones that had been missed because
As you can plainly see, this is not the case. A nice compilation, they didn't actually exist at the time.
a true Best of, was always in the back of my mind when putting On top of that, and I offer no apologies about this, a majority
together the first three books. Art that might have been reproduced of works presented in this fourth volume are also my personal
smaller than it deserved or had been cropped to fit on the page favorites. As I mentioned in earlier forewords, I am not an expert
would get a chance for a second, better airing. So it was always my on Tolkien's work or particularly well versed in the detail of The
intention that the Best of volume would concentrate less on words Lord of the Rings. One of the reasons I took on this
and more on being a visual record of this extraordinary trilogy of project was that, as a fan of great movies, I would be able to view
movies, and the heart and soul that went into making them. and select these pictures on their artistic merit and visual strength,
However (oh, there's always a caveat, you cry), one thing that and not because I thought John Howe, Daniel Falconer, or
arose very early on in the production of the books was the question Christian Rivers delivered a Balrog that looked most like the way
of time, or lack of it. You see, each previous Art of book had to I had imagined a Balrog. Before arriving in Wellington, I had
meet a specific deadline. That meant text and pictures all needed to never encountered the word Balrog. I just looked at, loved, and
be selected and sent off to be printed quite a few months before the selected what I believed then, and still believe today, to be fantas-
finished volume reached the shelves. This would have been fine, if tic pieces of art. They could have been created for a gallery rather
it weren't for the disheartening fact that although the book was than for a movie, as far as I was concerned - I just fell in love with
being designed, printed, translated into many different languages, the beautiful pictures?
and generally made to look beautiful, down in New Zealand work And so, until work begins one day on the long-awaited The
continued on the films right up to the day Peter Jackson had to Hobbit movie (go on, everyone, you know you want to), here
deliver his finished print to the studios of New Line Cinema. is my last collection Lord of the Rings art. It's been an
of The
And thus it was that although each book had about five hundred exciting voyage of discovery, and I'm very, very pleased to have
glorious pieces of artwork, there were hundreds more that had had, through the work of the people whose art is contained here-
been drawn, painted, Photoshopped, and generally created from in, my eyes opened to the glorious world that Tolkien created and
role is purely as a visualizer. If Peter Jackson is something specific, I'll do a few little studies first before I get
My
help him.
not able to come up with an image of something
he's got in his brain, he's got designers like us to
a pretty
point it's
might make mistakes,
good guide
just about added
little
details
tiny things, but then I've got
Peter's, so we follow him and translate his ideas to everyone One of the ideas we went with was that the story is really like
else on the show. "See this painting - that's what I want the a journey back in time for Frodo and Sam. You look at the Shire,
Mines of Moria to look like," and so on. I, along with Jeremy and it's almost like an old English farmhouse from the late
Bennett, Gus Hunter, and the others are guides. We make 1800s. And as they go on their journey, every step they take,
significant suggestions, create as many paintings as he wants, every new location they come to, is like going further back in
and he picks the ones he likes. time. Aragorn is right out of King Arthur, which puts you back in
It's not the size of the painting that matters, it's the thought that Then they meet the Ores, much further back,
the twelfth century.
goes into it and the planning. I can do a ten-foot version of a Medieval, Bronze Age, Iron Age stuff. All the way back until you
painting just by using bigger paintbrushes and still come out with start getting into Mordor, which is like going into an almost pri-
exactly the same detail as a five-incher. Usually, I can do a couple mordial situation with cavemen. Finally, you go all the way back
of these a day, whereas one of the big ones, because there's so to Mount Doom, where the Ring was made and forged, which
much detail, can take three days, maybe four at the outside. almost represents the creation. So it's a neat concept for a
I often start with paint. Sometimes do a little sketch first -
I'll designer; it keeps you in line.
I usually don't like to sketch that much, and if I do, it's very
minimal. The Lothlorien paintings, for example, didn't have any Paul Lasaine
drawings at all; I just started painting. Sometimes, if I want March 2001
VISUAL EFFECTS DESIGN * 9
u Paul and Jeremy are masters at using light and color. They have often
shown me the mood of a particular moment through their use of paint.
I get from them a potential flavor and tone of the lighting.
"
PETER JACKSON
had read the books a few times and loved them, but more than artwork is also unusual. It's rare - but I think all big-budget
I anything I am a big fan of Alan Lee's work. To actually be movies dealing responsibly with genres
the same.
like this should do exactly
wealth of emotional knowledge regarding Middle-earth is aston- When I first started, I was totally thrown and wondered "How
ishing. If I have any questions, he can probably answer them. on Earth are we going to do all that on film?" but I quickly
My job as VFX art director is to take shots handed over from realized it was a gigantic endeavor, and with so many people
Peter Jackson and integrate the live action and blue-screen pulling together, I knew it would be all right in the end. Of course,
footage with the environments that we create for them. The geo- I still wonder how we're going to do half the things we do, and
graphical location, time of day, lighting, and color palette are all sometimes it feels formidable and a bit terrifying.
elements that need to be taken into consideration and carefully Right now I'm doing pretty much what Paul was doing, so I can
balanced. The job is time-consuming but ultimately satisfying. see why I was brought on number of
in the first place, given the
I piece all these things together and present them to Peter for meetings that I have to attend and therefore the amount of time
comment. If we take the Dead Marshes, for example, I might that I don't spend at the drawing board. When Paul was around,
present artwork for a group of shots and give Peter a variety of I had the luxury of time to develop environments, like Isengard,
and I could do fifty sketches for one shot - thinking about how it
options so he has more to choose from. He might say, "Well, I like
that on that painting, but this I'd like to change." might look, how the miniature of it might be composed, and so
I also have to take into account if there are any miniatures, on. Now it's more of a balancing act, although in some respects
decide where they will be placed in the artwork, what elements it's easier because all the filming has been done and we're dealing
might be added to it, as far as the atmosphere, massive elements, with lots of footage that is more or less cut, so you know exactly
blue screen, figures walking on the miniature, waterfalls, woods, what has to go into the final shot.
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12 * THE ART OF THE LORD OF THE RINGS
BREE GATES
Matte painting
sketch
"This illustration
of the establishing
shot of Bree is an
adaptation of a
pencil sketch by
Alan Lee. It was
done as a guide for
mood and color
for the whole Bree
sequence. Later it
time that we actually see Isengard as a destroyed, wasted Isengard. Up until then it was this beautiful forest
garden. We follow this moth in a crane up over the wall, and there it is, essentially a big industrial wasteland.
This was a color study, really, done before anything was actually shot. We were interested in the development
of the valley. The crew actually had this with them when they filmed the location shots, so when it was time to
do the final matte work, it would be exactly as Peter had intended way back when we started on this paint-
ing." PL
VISUAL EFFECTS DESIGN * 15
RIVENDELL
Matte painting sketch
"This is a Photoshop
illustration done as a matte
painting design for the scene
in which Frodo sees Rivendell
for the first time. At the
time I did this painting,
we had Alan's magnificent
designs for Rivendell
architecture, but we still
didn't know what the
landscape surrounding
Rivendell would look like.
We knew had to be
it
for the location. After a number of preliminary sketches, I settled on this composition, which was
intended to be a full 180-degree pan. At this point in its conceptualization, Rivendell was spread
out like a small city. Ultimately, the final version was much more compact - like a castle." PL
Merry and Pippin at the end of The Fellowship of the Ring. The threw the mountain into shadow, with the exception of a small
location, for you Tolkien fans, is the Eastemnet Hills, which lie ray of light illuminating the Great Hall. This was to symbolize
on the easternmost border of the Plains of Rohan. Obviously, how Rohan was all but dead, except for the small glimmer
we're facing west in this scene; the Uruk-hai are heading west of hope that was arriving with our heroes. For a number of
and north to Isengard." PL reasons, however, the scene was later changed to full sun." PL
Helm's Deep is named. An interesting character - he was found frozen dead but still standing
totally formidable,
on the Deeping Wall. It was great to go back and explore what Tolkien had written about this history and then
try to recreate it. The illustration had to be quite simple to translate into a large tapestry. The borders
were drawn by Shane Henson from designs by Alan Lee, and the actual painting was done by Smart
Arts, a local contractor, on a roughly woven canvas. When it came back, a lot of work was done in our textile
department to age it down and make it look as though it'd been hanging in a dusty hall for a few hundred years.
"It was an open brief: I could do whatever I wanted - no restrictions. With the paintings, you know exactly
what an environment could look like - you've had a brief and it's up to you to realize it and get it to a stage
where Peter can say, 'Yeah, that looks like what I imagined.' So in that sense it was a lot of fun." JB
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30 * THE ART OF THE LORD OF THE RINGS
Saruman and Wormtongue, and there's this elaborate pull-out from the Tower right over the sea of
Uruks. This painting was really just a guide to look at pike placement and to give a general feeling of
the environment behind Isengard - it's early morning light, but quite moody." JB
lot more stumps and things in there. It's totally devastated, and I really wanted to make it look windswept,
almost as if there was a squall passing through. And you have the Uruk-hai coming through into the fore-
ground - just walking on by." JB
Helm's Deep. I went for a romantic, almost idyllic, lighting scheme. I thought it would be a nice idea
arrive at
to show Helm's Deep through the eyes of the refugees - a beautiful sanctuary, a welcome sight after their long
and dangerous journey. It's always fun to show a citadel in its best light especially when you're going to
. . .
the Uruk-hai - all facing off against each other. It was done - because the figures would all be CGI - to give
the guys in digital an idea as to where they would be placed. Peter Jackson had specific instructions as to
where they should be in the shot - just past the Causeway, just before the Causeway, higher up . . wherever
.
he felt they looked best. It's also to give a feeling for the overall palette as well as a sense of atmosphere. The
whole environment is actually incredibly dark, and the tricky part - the challenge - was to really show off the
elements we were building or adding." JB
VISUAL EFFECTS DESIGN * 37
The trouble is, that forest wasn't there when they arrived . .
." JB
VISUAL EFFECTS DESIGN * 39
ended up looking more like a view you would find in Morocco than like Romanesque Minas Tirith." JB
PATHS OF THE DEAD Color study CITY OF THE DEAD Color study
"This is of the Dimholt Glen, the passage to the Paths of the "This is a lighting study to show how the City of the Dead
Dead on the top of the Dunharrow plateau. The painting was might look to Aragorn, Legolas, and Gimli as they see it appear
redone for Peter as he thought we needed to see the path reced- out of the rock." JB
ing away from us into the glen." JB
VISUAL EFFECTS DESIGN * 41
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VISUAL EFFECTS DESIGN * 49
BARAD-DUR
Color study
"This shows one of
the ideas we had as to
how we would bring
down Barad-dur,
completely destroying
it! Just imagine the
coming
lava pulse
from Mount Doom,
surging along the
canal,and creating a
reaction thatwould
push the lava right up
into the tower, to the
point that it would
start overflowing and
spilling back down,
rather like a candle.
An old idea, but we
wanted to take a look
at it just to see how it
might look." JB
VISUAL EFFECTS DESIGN * 57
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CONCEPTUAL ART:
ALAN LEE
first read The Lord of the Rings when I was seventeen, and have to trust my intuition, priming it with the text, and having
I it took over my life completely for a period. I didn't do faith that the work that comes out will reflect what other
many illustrations based on it until about 1990, when people see in it as well:
HarperCollins approached me about painting a celebratory Working on the movie happened at the perfect time for me.
edition of the work for the Tolkien centenary. There was a long I didn't have a contract for another book at that point, and
period of discussion with Tolkien's family. They were concerned I was ready for a change of scene. It probably was the first
in particular about how the Hobbits were going to be depicted, time in twenty years that I could actually leave Britain for an
so I did a couple of sketches, and they finally agreed to my illus- extended period without having editors screaming at me about
trating the book. After that I got to do The Hobbit, too, and I deadlines!
became officially associated with the whole oeuvre. Despite that, always thought that The Lord of the Rings had fantastic
I'd
I wouldn't say that I'm a huge fan - I'm not a person who reads potential as a live-action film - I was sure it was going to happen
it every year. It's obviously been an important part of my life for at some point. There had been discussions with somebody else
over a decade, and I feel I know it pretty well now, but I don't about a possible television adaptation, which was very interest-
actually know the book as well as some of the people at Weta, ing, telling the story over twelve episodes, but, like many other
who are true aficionados. attempts, the ideas failed to materialize.
I think my ideas come mainly from reading the books, but Part of the attraction of this film was, of course, going to New
also from having been thoroughly steeped as a child in Norse Zealand. I'd always been curious about the place; the few photo-
mythology and other areas from which Tolkien himself had graphs I'd seen of it greatly impressed me. And I suppose I had
drawn. In some ways, there's only one way that I can draw this idea of it as a kind of distant version of Britain, only cleaner,
Ores and Goblins, and that has to do with my cultural back- with taller mountains and weirder landscapes, almost like
'Alan Lee's artwork has a beauty and lyricism about it. His art captured
what I hoped to capture with the films, which is a sort of graceful and
gentle feeling -a poetry, I guess.
PETER JACKSON
When we got here, Weta had started doing some of the ourselves. He wanted the environments to be recognizably part of
creatures. They'd done the Cave-troll, they'd done a lot of work Tolkien's created world, and as firmly rooted in reality. I don't think
on the Ores and various other creatures, but they hadn't done that any of us ever felt we were working on a fantasy film. We were
any of the places or environments, and that became our job. trying to create cultures and landscapes that were part of a conjec-
Though we worked together on some of the designs, John Howe tural history of our world, and everything in it had to be credible.
did more work on the creatures and armor. Broadly speaking, I We tried to anticipate the kind of dramatic camera moves that
concentrated more on the "wholesome" side of Middle-earth, are part of Peter's trademark. The sets and miniatures are never
while John was Sauron's chief architect. There were exceptions, simply backgrounds. They form an integral part of the action
though, with my work on Isengard and Cirith Ungol, and John's and are another medium for Peter's amazing storytelling.
GANDALF
Staff design
"The first of
Gandalf's three
staffs was as
versatile as the
others. As well
as a walking aid
and a weapon, it
would be a place
for him to stow
his pipe when he
wasn't using it.
It also featured a
tobacco pouch, SAURON Helmet designs
and a metal spike "Sauron's suit of armor was one of the most remarkable objects
that could be that Weta produced during their work on The Lord of the Rings.
used for cleaning Every inch of its etched surface was endlessly worked to create
the pipe, getting shapes that echoed the form and personality of the character
stones out of within. It really looked as though it had been made by Elves
horses' hooves, or who had been enslaved and tortured expressly for the purpose. I
scratching secret contributed these designs for the helmet, though they were taken
signs on Hobbit a lot further by Peter Lyons, Warren Green, and Stu Johnson,
doors." AL Weta's brilliant armorers." AL
CONCEPTUAL ART: ALAN LEE * 65
needed three different staffs for Gandalf. He loses his first one in Orthanc and the second in Moria. We looked
for some pieces of wood that had the right knotted-root look, but then I drew something and it was sculpted
by Brigitte Wuest - another brilliant sculptor." AL
RIVENDELL Watercolor
"This is an early conceptual illustration
for Rivendell and its immediate
environment. This was done before
we had sculpted and scanned our
ideal Rivendell valley, and long before
we found the real valley that was used
to create backgrounds for the final
shots." AL
70 * THE ART OF THE LORD OF THE RINGS
MORIA Exterior
pencil sketch
"The drawing to
theleft was used
to create the
miniature for the
outside of Moria.
There's a shot
almost identical to
this sketch in the
final movie. It is
always satisfying
to know you got
something pretty
much right the
first time." AL
MORIA Mine workings
"One of my favorite drawings of the interior of Moria. This was created as a miniature and used in the shots
of the Fellowship approaching the cemetery stairs." AL
MORIA Dwarrowdelf
"The top picture is the Dwarrowdelf chamber, which is a mainly computer-generated environment. The lowest
sections of the pillars were built for use in close-up action with the Fellowship as the Ores pursue them. The
below drawing is a design for the entrance chamber to Moria, which the Fellowship discover to be full of
corpses." AL
74 * THE ART OF THE LORD OF THE RINGS
MORIA Khazad-dum
"These two drawings are of the part
of Moria that lies between the
Dwarrowdelf chamber and the bridge
where Gandalf meets the Balrog. In the
book you get the impression that they
descend through tunnels, but there was
an opportunity here for something quite
spectacular thatwould allow us to see
more of Dwarven city and the
the ruined
plunging depths below it. It was built as
a miniature, and Grant Major designed
the set elements that were used in
conjunction with it.
LOTHLORIEN
Tree concept
"This drawing is a
view of the interior
of the Golden
Wood and was a
guide for the
model makers,
showing how the
Elven walkways
were a natural and
complementary
extension of the
mallorn trees that
supported them."
76 * THE ART OF THE LORD OF THE RINGS
I .v.. X
CONCEPTUAL ART: ALAN LEE * 79
CONCEPTUAL ART: ALAN LEE * 81
EDORAS BUILDINGS
Pencil sketch anddigital artwork
"We found most wonderful location
the
for the city of Edoras in the mountains west
of Christchurch. We built the Golden Hall,
the stables, and a few other buildings on the
top of the hill, and a complex of buildings
around the gatehouse at the bottom. The
wall and the rest of the city were created
digitally by Cory Bedwell and others in
post-production. I did the drawing below
as a guide." AL
CONCEPTUAL ART: ALAN LEE * 85
ilk
it? ,4
HELM'S DEEP
Pencil sketches
"These images are
a selection of the
many drawings
that I produced,
which provided
Peter with views
of the fortress
from different
angles and at
different stages
of the assault." AL
88 * THE ART OF THE LORD OF THE RINGS
GOLLUM'S CAVE
Pencil sketch
"I did this drawing as a guide for the set builders showing the
scene in which Smeagol undergoes his transformation in The
Return of the King. The creature staggers through a rocky
landscape as he makes his way toward his eventual home in
the Misty Mountains." AL ITHILIEN Pencil sketch
"The desecrated statue of a former ruler of Gondor marks the
crossroads between Osgiliath and Minas Morgul, and between
Harad and Ithilien. The ray of sunlight piercing the gloomy
cloud that covers Mordor and its immediate surroundings,
to illuminate the wreath of flowers that have grown over the
statue's fallen head, is a powerful symbol of hope in the book
and an image that we all wanted to capture." AL
CONCEPTUAL ART: ALAN LEE * 89
MORGULVALE Sketch
"We built a small set for the scene, in
theshadow of the Morgul Vale, where
Gollum has a conversation with his
reflected image in a pool of water while
Sam and Frodo The drawing to the
sleep.
left shows the tangled gorse bushes that
Peter Jackson wanted, to make their
campsite less visible. It looked like a
8 *?'*
•
WW
Minas Tirith was built over the course of several months by Richard Taylor's dedicated team of craftspeople, with John Baster and
Mary MacLachlan playing leading roles, as usual. This was well before the art department, which was going to be building the sets,
had really been established, and before we knew in detail what was going to be happening in that particular part of Middle-earth.
But we knew that there would be a number of very important scenes played out there, and that Peter Jackson, with his love of
miniatures, would be using it extensively; so the structure, though only at V^nd-scale, would have to stand up to very close scrutiny.
"There were sections built at '/wth-scale for some close-up shots, most notably the Court of the Kings itself and the surrounding
buildings, and these were some of the most beautifully finished and convincing miniatures that were made for the trilogy." AL
1 A -
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MINAS TIRITH
Pencil sketch
"After a steep
climb, and dozens
of drawings, we
finally reached the
seventh gate." AL
sterns
was awarehouse on Wellington's docks - so that lights could be positioned outside to shine through the windows. We spent a lot of
time on the set, trying to make it as austerely beautiful as possible, but we knew that in order to make an impression it would need
to be at least twice as high, and that would have to be achieved with a CGI extension. I had always imagined that we would have
a clerestory above the aisle, but what I really wanted was a mosaic-covered domed roof at the far end. So along with the artwork,
I provided this Photoshop mosaic to Brian Samuels at Weta Digital, who was building, texturing, lighting, and composing the final
shots." AL
MINAS TIRITH
The Stewards' Tomb
"The Stewards' Tomb
needed a set extension
for shots where we
were looking back
through the opened
door, and I was able
to save a few hours
of the matte painters'
precious time by doing
the artwork at a
sufficiently high
resolution that it
could be used as it
was." AL
"Aragorn, Gimli, and Legolas, on their route through the mountain, enter a huge open like the idea that Middle-earth has some
space that has these more formal architectural elements, as well as a concentration of areas of its history that no one has thor-
the catacomb-like rock tombs. Then, as the King of the Dead and army emerge, we
his oughly explored, I devised a few vaguely
realize that there is also a ghost city clinging to the sides of the cavern and the chasm prehistoric pictographs that looked omi-
that runs through it." AL nous and shamanistic." AL
CONCEPTUAL ART: ALAN LEE * 99
ifm
into a simple 3D model by Eric Saindon, which Christian Rivers and Richard Moore used to stage their previsualizations. When this
was complete and Peter Jackson had approved the animation, I assembled frames from it and created this art, which would cover the
background for the whole shot. Dylan Cole then used it as the basis for his matte painting [see page 220]. I didn't show the layers of
cloud that the Nazgul would fly through in this artwork, which is less about the finished look of the shot and more about the basic
anatomy of the landscape." AL
104 * THE ART OF THE LORD OF THE RINGS
detailed." AL
a few examples. These (left and opposite) backgrounds of a high proportion of the
show what might happen if one of the shots in The Return of the King. Although
towers supporting a trebuchet received a these are frequently replaced by matte
direct hit." AL paintings, it is very useful to be able to
get a background in place at an early
stage in the development of a shot. The
red rectangles show the first and last
frames." AL
CONCEPTUAL ART: ALAN LEE * 107
MORDOR
Pencil sketchand digital artwork
"This drawing I did quite some time
is a
ago of Sam and Frodo trekking across
Mordor toward Mount Doom. It was
based on a location shot, and I was just
seeing what we would need to add to
it to make it into a more dramatic
environment. Paul Lasaine and Jeremy
Bennett did quite a lot of work
on environment as well - in fact,
this
everyone had a go at it. One of the
features that kept coming up is
;y mi
would be looking at when the blue-screen was replaced in the finished scene. Although it would be another
two years before this particular miniature was built and shot, Peter Jackson kept referring back to this draw-
ing and the construction of the miniature reflected that." AL
w
THE GREY HAVENS
Pencil sketch
"This is the fountain that
the remaining Fellowship
walk past on their way
down to the dock. Tolkien
describes them passing
through a garden before
arriving at the boat, so we
made a pleasant little
departure lounge." AL
When I arrived in
words concerning the conceptual task
New Zealand, Peter Jackson's
at hand were:
first Alan and I made no campaign maps; there
Middle-earth into walled kingdoms into which the other was not
was no carving up of
"If you guys can draw it, we can build it." The finest welcome to draw his way. Our approach was more that of two
words for an illustrator's ears when on the threshold of a journey wandering sketchbook artists, occasionally on the same road but
across Middle-earth. more often than not roving far afield. Initially, we stayed a few
I first met Alan Lee at 30,000 feet over the South Pacific. I had weeks in the Shire, but then Alan entered the Mines of Moria, I
written to him when I was in high school, my courage primed by went over the Misty Mountains via Zirakzigil, and then directly
a copy of Faeries. (I had written to co-artist Brian Froud at the down the Anduin past the Argonath, to Amon Hen and beyond.
same time; he never replied either!) It was a memorable meeting, Encouraged by the very nature of Frodo's journey, we ended
followed by an even more memorable arrival in New Zealand: I up being location scouts of the imagination, not leaning out of
was so relieved to get all my armor and weapons through helicopters but wandering the winding paths of inspiration. I'm
customs that I forgot my more mundane suitcase and nearly still surprised by the ambulatory nature of it all. Designing Bag
made us both miss the connecting flight to Wellington. (I, of End was more akin to wandering through a real house, rapping
course, swore Alan to secrecy about this embarrassing incident, on half-opened doors and occasionally calling "Anybody home?"
but he, of course, paid no attention to this promise. No matter, I than to creating a film set. Climbing Mount Doom to Sammath
have stories on him, notably involving helicopters, cameras, and Naur had all the trappings of an alpine expedition.
orange juice. . .) I had never really done pencil drawings as finished artwork
CONCEPTUAL ART: ]OHN HOWE * 113
almost like looking at a freeze frame from the movie. His style is what
33
you'd expect to actually film with the camera.
PETER JACKSON
before. Sketches for me are often little more than unwelcome upon arriving at the edge of a sheet, I added another until the
obligations prior to beginning a color piece. In Peter Jackson's drawings ended up several yards long or high.
Middle-earth, however, pencil on paper was the chosen medium: Sketching out imaginary landscapes and locations requires a
the best way to quickly convey ideas and designs. Now that I certain cadence, quick enough to warrant your salary, but suffi-
think about it, in the digitally enhanced world of modern film- ciently pedestrian to allow the ideas you discover on the way to
making, our department was probably also the cheapest and help you plot the path ahead.
undeniably the lowest-tech of them all - just a big stack of All the energy bottled up in these illustrations could achieve only a
drawing paper and a few boxes of pencils. theoretical release. Any static image could only suggest movement,
A very large sheet of drawing paper and a 3- or 4-B pencil is could only hint at depth and drama, relying on the spectator to com-
the perfect combination of elements for conceptual work. plete the scene. Thus it seemed somehow perfectly natural to be
Concept sketches are glorified doodles, and the time needed to involved in a process by which that could be accomplished.
actually cover a large sheet of paper with graphite affords the Computer technology has freed creativity from all the annoying
luxury of letting your mind follow the tip of the pencil rather hurdles of physical effects, and the route from imagination to the
than telling it where to go. Also, the incidental nature of the screen has never been more direct. Nonetheless, it was quite a trip.
Gothic." JH
RIVENDELL TAPESTRY
Pencil sketch
"I find it hard to trade the assets of
movement for qualities of decoration;
thus there is rather too much action
here for a real tapestry." JH
CONCEPTUAL ART: JOHN HOWE * 115
4
2fl
the mood." JH
RTVENDELL Architecture
"How do you design architecture built by a race
of immortals whose beauty and grace is almost
beyond imagining? Well, of course, you can't,
but we did give it our best try. The natural
elegance of Art Nouveau provided inspiration
to let our pencils wander freely, tempering the
energy of line and curve with the melancholy of
a civilization preparing to leave the world behind
them. All very poetic.
"So how the devil Gollum ended up on the
same page, I can't imagine." JH
RTVENDELL Narsil
"An early idea for Narsil.
Note the indentation made
when Sauron's ring finger
was lopped off at the end
of the Second Age." JH
RTVENDELL Statues
"While Alan was wandering through the rooms of Rivendell, I was scouting out the
gardens and the valley itself. I had imagined Gandalf giving Frodo a tour around the
grounds." JH
120 * THE ART OF THE LORD OF THE RINGS
world below." JH
THE BALROG Pencil sketch
"The sequence in which Gandalf falls with the Balrog is one of my absolute favorites in the story. The Balrog
turns into a 'creature of slime' before crawling back up the Endless Stair to reignite on Zirakzigil. Once his fire
is extinguished, I imagined him as skeletal, diminished." JH
K3HBF'
122 * THE ART OF THE LORD OF THE RINGS
HELM'S DEEP
Pencil sketch
"What started as a
doodle for a piece of
Elven armor ended
up as a full study of
Legolas and Gimli on
the Deeping Wall. I
|
MINAS MORGUL Pencil sketch
"This is an early version of the main gate of Minas Morgul. As
MINAS MORGUL Pencil sketch it was once the sister city of Minas Tirith, there are still traces of
"The Tower of the Moon, with the aviary of the fell beasts the same architecture, but all of this has been 'redecorated' by
atop it." JH the most recent occupants." JH
130 * THE ART OF THE LORD OF THE RINGS
any 'Beware of the Dog' sign. And yes, those are wings." JH
MINAS
MORGUL
Pencil sketch
"I believe that
Minas
Tolkien's
Morgul had steps
leading down
from the front
gate, which, while
it did give the
opportunity for a
rather more stately
entrance, was not
exactly convenient
for armies issuing
forth." JH
MINAS MORGUL
Pencil sketch
"An early version of Minas Morgul, which was closer to the description in Tolkien's text. However, Peter felt
MINASMORGUL Watercolor
"In this painting I was trying to convey
the vertigo that affects anyone wearing
the Ring, and the horrible sensation
of being exposed that the Hobbits have
during their climb. The rocks were based
on local rock formations to be found
around Wellington." JH
MINAS
MORGUL
Watercolor
"Paul Lasaine
reworked the
same painting
to vividly illustrate
the sickly green
phosphorescent
glow seen in the
finished film." JH
132 * THE ART OF THE LORD OF THE RINGS
~~
GROND
Pencil sketch
SHELOB'SLAIR Watercolor
"Shelob squeezing forth from one of her many back doors. If a raspy dry squelching sound were possible,
that's the sound she would make as she eases her belly through the mouth of the tunnel." JH
I I
want
CIRITH UNGOL
Pencil sketch
"It seems all of
Mordor induces
an underlying
disorientation
of the senses.
The rocks and
mountains of
Mordor are just
too knife-edged
and overhanging
to be possible in
our world. The
whole environment
is off balance,
ready to crumble
into ruin with
Sauron's demise."
JH
138 * THE ART OF THE LORD OF THE RINGS
1 1
cient image generator than pencil or brush. But you can't cloak
something like that in cloud for a movie - it has to be built.
So I started at the bottom and slowly drew my way upward, not
able to decide how the top would look, dallying on the upward
climb to give myself more time to decide. Three sheets of paper
higher, the two horns designed to cradle the Red Eye finally
appeared. Had I procrastinated any longer, itwould have been
even higher." JH
partner, Tania Rodger, and I set up an effects work- single towers to complex cities and landscapes, and we think it's
My
mid-nineties.
shop in Wellington fourteen years ago. Over the years,
we've moved around, eventually
I
settling here
film project.
time that one workshop has looked after so
Some may think, "Greedy!" but the fundamental
reason that we put our hands up on the first day and said,
much on one
shop space, which is pretty good. We operate five departments "Please let us look after so much," is that we knew how impor-
under one roof, as well as Weta Digital, our digital effects partner. tant to the integrity of the work a single vision of Tolkien's world
On The Lord of the Rings we had 148 people in the workshop would be. It required a singular "Tolkienesque" brush stroke
and 38 on set, operating over the five departments, in addition to over as much of the work as possible. We felt incredibly passion-
the 200 artists at Weta Digital. There's a very small production ate about trying to control the look as much as we possibly
staff in our workshop, six people who look after all of the day- could from one place, so that the armor looked as if it was worn
to-day ins and outs of both the design, product development, and by the creature who designed it, as if it came from the land it
production side and the on-set operation and post-production grew up in.
requirements. Weta isn't hugely experienced on the world stage, so five years
We started designing The Lord of the Rings way back at the ago it was an immensely ambitious thing to say we could do this.
tail end of 1997. We've looked after the design fabrication and We have now reached the end of the project and are very proud
on-set operation of the special makeup effects and prosthetics, of what everyone has done. We made the conscious decision to
and the creature design and sculpting of the maquettes, including employ a number of young New Zealand designers, people who
final-stage models used for scanning by our digital arm. Add to had never worked on feature films before, in order to bring a
this the design, fabrication, and operation of all the armor and fresh perspective to the design, which I felt would best serve the
weaponry, the building of all the miniature environments, from old-fashioned innocence of Tolkien's writing. We hunted out
WETA WORKSHOP * 141
"It was a healthy thing to have a multitude of artists, all creating their
PETER JACKSON
people who were passionate about the books and were also awe- For the look of everything, whether it's armor or pennants or
somely talented, creative people. We put together this team, general paraphernalia, our primary concern was to ensure that
backed them up with extensive research into appropriate periods we drew from natural sources. We tried to stay within the palette
of history, and with the much-heralded arrival of John Howe and of the ochers and the natural dyes of the area. To that degree, the
Alan Lee, who lifted our skill level immensely, we were then able first job that we had when we arrived on set, on any location,
to flesh out this huge and elaborate world and make something was to go and dig the soil. We would mix that with wallpaper
we could all be proud of. paste in huge vats, and all of the actors and props were painted
Our process basically started with discussions about the down with that particular ocher of the land. It was a conscious
subject matter, then research, then sketching, then color illustra- decision to try to make the characters look as if they lived off the
tion, of which we did a comprehensive amount, altogether a phe- land and were part of the environment that they'd grown from.
nomenal body of work. Then, after that, I'm a very big fan of I believe strongly, and many people here agree, that the
three-dimensional maquettes, so we used those to finally capture Fellowship and all the people they encounter are merely players
an image that the director can see in 3D, that he can pick up and on the surface of the film's most major character, which is
actually see in real terms. With some characters and objects, we Middle-earth, and that this is the story of the evolution of
did only a few, for others we did up to seventy different sculp- Middle-earth. Therefore, as often as possible, we were trying to
tures before we finally captured the essence of what everyone make the characters feel as though they were elements of Middle-
wanted. We tried to draw most of our design influences first earth. That was very important to us, and I hope we succeeded.
from Tolkien's written word - as a rule of thumb, Weta's policy is
always to go back to the written source if ever there isn't a con- Richard Taylor
sensus. March 2001
142 * THE ART OF THE LORD OF THE RINGS
CHRISTIAN RIVERS
I first worked with Richard and Peter before Weta was a
company as such. I started working for them in 1991 for Brain
Dead. I storyboarded it with Peter, and then went on to work
for Richard on the special Weta was formed during effects crew.
before we start. I know it sounds odd, but I like to get the story
stack of panels, and he sits there with the script and describes
each shot to me. When we first started, no design work or cast-
ing had been done so I was kind of making up the look of the
characters and the sets as we went. Of course, they look com-
pletely different from the way they look in the film.
Later on, as Alan Lee and John Howe were designing the sets,
stage of drawings was very rough, and I would pass off these
boarding the films, which, like any part of the filmmaking process,
is ever evolving. We eventually changed the storyboards into 3-D
THE PRANCING PONY Storyboards
CGI to further assess how we would be able to create the films.
"This was a sequence of storyboards that I managed to shade
I still find it hard to believe that I was involved in this proj-
in pencil- most storyboards done by myself and Andrew Calder
ect. It's incredible to think that I got to work on The Lord of were finished by a group of artists with gray markers. I like this
the Rings and I didn't have to drive more than fifteen minutes sequence because it was done before any actors had been cast,
from home to do it. before the sets were built and, with the exception of a couple
of cutaway shots, it is almost the exact sequence in the finished
Christian Rivers film." CR
April 2002
144 * THE ART OF THE LORD OF THE RINGS
ly make and the melancholy and gentleness seem completely out of character, but for some reason I like it. The image
sense,
above right was done for two reasons: first, to enable Gollum to faithfully and more accurately translate the facial performance
of Andy Serkis; and second because Peter Jackson and Fran Walsh actually cast Andy as Smeagol, for the flashback when he and
Deagol find the Ring. It became imperative then to change Gollum's design, and that was the motivation for this sketch.
For reference, I used one of Gino Acevedo's makeup archive photos of Andy as Smeagol." CR
the proportions was one of my minor successes with color. I've always
first
of the body to been scared of both color and spiders, so it was quite an
extremes. I call accomplishment for me to churn this piece out. The design here
this design was a mix of spider and crustacean, making it look a little too
'Oakbloke.'" CR 'monsterish.'" CR
150 * THE ART OF THE LORD OF THE RINGS
DANIEL FALCONER
I think it helped that I am a huge fan of Tolkien's books. It
meant I was already very familiar with the material - to the
point that, throughout the production, I'd often get calls from
people I'd never met saying, "We need this question answered
very quickly and we've heard that you're the person who
either can answer it or knows where to go and find this infor-
us back and we'd focus. But it's in that exploration that you'll
find lots of neat little features that will then be used in the final
concept. That's probably why - on the Watcher in the Water,
So I've been working on this film for five or six years now
and it has been phenomenally thrilling for me to be able to see
designs that we did nearly five years ago in some cases, appear-
ing on the screen. That is very, very rewarding."
shoulders, arching the back, and throwing the head forward and down.
A low helmet helps slope the forehead back and make the Ore appear less
intelligent and noble in bearing. I brought the back up by adding a ruck-
sack slung high over its back. The hooklike projections on the arm and leg
armor were really just to help add menace and, again, differentiate from other
racial silhouettes on the battlefield. In the end, however, so much depends on the
posture of the performer on the day. Early on, we talked a great deal with the
motion coaches, developing ideas together that we would employ
in our artwork." DF
ORCS
Conceptual sketch
This was designed as a face
mask for an actor, with digita
eye enlargement to be added
later. This drawing offered a
different eye color from that
which was used. Below is a
series of potential Ore eye
designs. DF
ORCS
Conceptual
designs
"One of the ways
in which we hoped
to differentiate
various-featured
Ores was with eye
design. The door
really was wide
open in terms
of color and
appearance." DF
152 * THE ART OF THE LORD OF THE RINGS
like wooden "Putting the Hobbits in gave Peter Jackson an idea of scale. I
robots." DF think this is probably not far off the correct scale." DF
TREEBEARD Color sketch
"By this stage, we had really started to lock down what Treebeard would look like, and I thought I'd start playing with the color
schemes. His beard is very heavily mossed, quite green. I also liked the idea of his bark being old and gray and gnarled, so that's
I
156 * THE ART OF THE LORD OF THE RINGS
OLOG-HAI Helmet
concept
"A variety of different
helmet designs were done
for the Olog-hai trolls. I was
conscious that we needed to
create something that didn't
resemble Uruk-hai or Ore
helmets, such as those we
had already seen in the first
two films. So I tried some
different approaches, using
more chain or overlapping
scalloped plates, more like
Sauron's Second Age armor
seen in the prologue to the
first film." DF
MOUNTAIN-TROLL
Face concepts
"Rather than have all our
trolls look alike, I explored
the possibilities of some
level of variationbetween
individuals. These included
disease and deformity
variants, bug eyes, and
the like." DF
160 * THE ART OF THE LORD OF THE RINGS
King we as an audience have to root for the good guys as they fight the Haradrim. That meant
dehumanizing the Haradrim when we see them in battle at the Pelennor Fields, something that
can be achieved with masks. The moment the human face is taken away, it is easier for an audience
to accept a violent death without question or empathy. I tried to imbue the masks the Haradrim
wore with menace and cruelty. They are fearsome and brutal, so hopefully the audience will feel
comfortable with our heroes slaughtering them." DF
HARADRIM
Armor concept
"The Haradrim were
great fun to design
because they were HARADRIM Armor concept
highly decorative. I "Among the motifs that were established to differentiate the
relished the opportunity Southrons was one idea of a ceremonial back-piece that became
to include lots of affectionately known around Weta as 'the dreamcatcher.' The
impractical but cool- idea was that some of the Haradrim leaders would have the role
looking accoutrements of war-priests, festooned with items of religious rather than
and adornment. Their practical significance. The back-piece created an interesting and
vaguely animalistic unique silhouette, which would also help distinguish them on
headdresses were the battlefield. Red body paint, symbolizing the blood of their
especially enjoyable to enemies, was another idea, which would also carry through to
experiment with." DF their mumakil mounts." DF
WETA WORKSHOP: DANIEL FALCONER * 161
that might be used in bouts of competition between bulls. The points were curved inward to avoid injury to each other, but they
would still be a serious threat to smaller creatures and enemies.
"Experimenting with different tusk arrangements, I drew inspiration from prehistoric elephantlike animals. There are elements
of mammoth and mastodon in the above concept, with small eyes and ears to help emphasize the huge size of the beast.
"The top drawing was the final approved design, on which we based the final sculpture. It was really an exercise in trying to
see how far one could push an elephant in terms of scale, ferocity, and evil while still adhering to principles of reality." DF
162 * THE ART OF THE LORD OF THE RINGS
CORSAIR SHIPS
Concepts
"In trying to imagine exciting ways for the Corsair ships to disgorge their cargo of undead onto the docks, I designed the ship above
to have five extendable ramps, which would drop from their upright position on the deck, down over the side, and bridge the gap
between ship and dock. I imagined that one of the attributes of the Corsairs was to board and seize other ships very quickly because
of their ability to land large numbers of their troops in one go with these multiple ramps.
"Although not terribly clear in the illustration opposite top, this concept for a Corsair ship sported a pair of outriggers, making
three hulls in total. Apart from its large fan-shaped sail area, the ship would be able to seat many rows of oarsmen in the three hulls,
allowing for great bursts of speed. The outriggers' struts also served as boarding ramps for the troops I imagined would be carried on
board, with rotating extensions that could be hoisted when traveling and dropped when engaged in boarding. I imagined this would
be interesting to see on screen when Aragorn arrives with his undead army. Vertically mounted ballistas also protect the ship fore and
aft, and three huge rudders, mounted at the front of the main hull and the end of each outrigger, would increase maneuverability.
BEN WOOTTEN
I started working at Weta at the same time as Daniel Falconer
and Shaun Bolton. I'm a huge fan of the books and couldn't
believe we were doing the movies. I went to university in
surreal.
sketches for the Balrog was probably the most amazing thing.
One of the things that I think makes the design more suc-
cessful is the fact that we all work together, swapping ideas and
information around. No one works in a vacuum. I think that's
important - itmakes our job not just easier, it makes it far
more realistic and far more successful. And far more fun!
Ben Wootten
April 2002
CAVE-TROLL
Conceptual designs
URUK-HAI
ARMY
Conceptual sketch
168 * THE ART OF THE LORD OF THE RINGS
and there's plenty of bird's nests around, plenty of young rabbits, so he's probably quite well fed. Later, of course, when he hasn't
eaten for days, and he won't eat the Elven food, he's quite drawn. That's a very strong feeling I took from the book, that toward the
end it's sheer force of will that's keeping him alive. Clinically, he's probably dead!
"The idea of designing Gollum was a massive challenge, but I enjoyed taking it on. Because everyone has thought about him,
everyone has a preconceived idea, so actually realizing the guy is incredibly difficult. And I think in that respect we were all keen to
have a go and get our ideas out there, because obviously we all had differing views on what he looked like. The other thing that is
cool about him is that he's probably the most tragic character in all the books. Tolkien doesn't write people's thoughts in his books,
it's old saga-style, but you get inside Gollum's head because he's schizophrenic, he talks to himself. He's the only character whose
thought processes you see working; I think that draws you to him as well." BW
WETA WORKSHOP: BEN WOOTTEN * 169
MOUNTAIN-TROLL Concept
"We were looking at modifying the trolls
slightly from the ones we saw in the first
two films to make them bigger and uglier.
So this is a Photoshop job, based on a
photo of the original cave-troll sculpture.
What I've done is resculpt the face in
Photoshop, making it more angular,
harder, and more dangerous. The eyes
are smaller, slightly slanted, and he's got
bigger teeth, while the bone structure
through the face and the cheekbones and
the brow is a lot more severe. I've also
darkened him so he looks more rocklike,
more like Tolkien's description in the
book." BW
172 * THE ART OF THE LORD OF THE RINGS
that he has to stand out, and not just for filmic purposes; on the
battlefield he has to be able to rally his troops quickly, he needs
to be easily seen. So we chose a different color for his cloth,
which was green, which suits him in his dual role as captain of
the Rangers. Another symbol of Gondor that we adopted as
Faramir's personal emblem is the twin ravens: we see these on
his greaves, above the noseguard, and on the shield. It's also on
the cross-guard of his sword, but we can't see it in this drawing.
The armor is beautiful without being complex, because Faramir
is all about form and function." BW
see the wings and ribs splayed up from the wreckage - bear in
mind that this is a creature the size of an aircraft. Eowyn looks a
little too relaxed for the situation, perhaps because she hasn't
quite taken stock of what's going tohappen - she could be a bit
more dynamic. The fact that he's wielding a mace that size in
just one hand and towering above her, unnaturally tall in spite of
the bend in his figure, these are elements that I like. At the time I
did this, I was quite pleased with it. Now, not so much, but it's
WARREN MAHY
I went to school with Ben Wootten, right from primary school,
intermediate, and all the rest of it. Then he went away to uni-
versity, and I didn't see him for ten years, but one day
he contacted me and said there was a project that was happen-
ing that I should be involved with. Other than doing stuff at
school with Ben, I never trained, didn't go to art school, and in
fact I'd ended up being a He said that he thought it
printer.
filmmaking!
Because I was quite happy to be onset as well, just as a set
dresser, I spent some time on one of the mountains where they
were filming. So if Richard wanted anything designed there, he
could grab me; in this way I ended up designing Sauron's sword
on top of a mountain, on the back of somebody's call sheet. I
Warren Mahy
April 2002
"There was a big push to do a whole range of Ore helmets quickly, so I had a chance to
spend a week or so just designing helmets. I wanted them to be practical, but the ones
with the pointed nasal weren't - mainly because the stunt guys could barely see."WM
178 * THE ART OF THE LORD OF THE RINGS
URUK-HAI ARMY
Conceptual sketch
"This is one of the final
Uruk-hai drawings I did.
I love the concept of the
helmet covering the eyes
of the Uruk - it's a very
scary look." WM
WETA WORKSHOP: WARREN MAHY * 179
URUK-HAI BIRTHING
Conceptual design
This shows an Uruk-hai emerging from
its sac. WM
180 * THE ART OF THE LORD OF THE RINGS
ENTS
Conceptual sketch
"I think I was drawing
sketches of the Warg
at the time, so I didn't
have a lot to do with
the Ents, mainly
because Dan Falconer
had got it so right
from the beginning.
This one is a very
slim-looking Ent. "WM
WETA WORKSHOP: WARREN MAHY * 181
SPECTRAL CORPSES
Conceptual sketch
"Frodo is way down in the reeds, and
he's trying to fight his way out, but he's
been surrounded by these shapes. I can
imagine that the eddies in the water
would change the shapes quite often.
Potentially at one moment it could be a
Gondorian spectral image in front of him,
and then it's an Ore, and so on. Actually,
that's not true, because Peter Jackson had
talked a lot about the fact that he didn't
want Ores in there - he didn't want to
confuse people into thinking that the
Ores were chasing him under the water.
So we just concentrated on Elven and
Gondorian-type characters." WM
SPECTRAL CORPSES
Conceptual sketches
"Two sketches that give an idea of the
corpses' facial expressions and what it
would be like seeing the faces close up.
The one below is viewed looking down
into the water from the top. Both show
how the light would be reflected in the
eyes, and the distance to the surface of
the water." WM
182 * THE ART OF THE LORD OF THE RINGS
again giving it that dinosaur look. Since this was at the early
<
iii
MAQUETTES
EASTERLING Maquette
"I was so pleased to sculpt this. Daniel took the lead on the
Easterling designs, but I was lucky enough to realize this design
in3D. It's a great-looking design. I put my own slight spin on it,
which is the fan of arrows on his back. They didn't have bows in
the end, which is But other than that, I was just lucky
really sad.
to sculpt a great piece of work from someone else's drawing -
that's the whole Weta teamwork thing in action, the culmination
of many people's work. It's so cool that almost every drawing
or design was produced by the team of artists and designers,
rather than just one person. The whole project has been fun
because of that." BW
CAVE-TROLL Maquette
Ben had already produced a sculpt of the cave-troll's facial
design. The above maquette was a refinement of that and was
BW
liked by Peter.
CAVE-TROLL Maquette
Jamie's sculpt for the cave-troll, which was then painted by Ben
Wootten, was the final approved maquette. JB & BW
Jm
4
ORC Maquette ORC Maquettes
An early facial sculpt that incorporates These early sculpts by Jamie explored
a helmet and chain mail made by Weta's what kind of armor the Ores might
armory. WETA wear. JB •
194 * THE ART OF THE LORD OF THE RINGS
NAZGUL HORSE
Maquette
JB
WETA WORKSHOP: MAQUETTES * 195
196 * THE ART OF THE LORD OF THE RINGS
ROHIRRIM Maquette
"There was a strong Celtic influence
in the Rohirrim designs. We opted for
fin-mail - scale mail that tapered to a
point - as a point of difference from the
chain of the Uruk-hai and Gondorians,
and a color scheme dominated by
green and gold." DF
ROHIRRIM Maquette
"The soldier in this maquette has a
maroon cloak featuring embroidery on
the back. I imagined that his cloak had
been passed down through generations
from his soldier ancestors." SL
WETA WORKSHOP: MAQUETTES * 197
WARGS Maquettes
These were created to show the CGI
designers how the Wargs looked in
terms of size and weight. WM
ENTS Maquettes
"We experimented
with different Ent body
proportions, trying to
break out of the human
form by extending or
shrinking their arms and
legs. We also explored
the balance between
how much man and
how much tree would
make up their final
forms. Some were more
manlike, but Treebeard
(far left) was closer to
a tree. Peter Jackson
approved this foot-and-
a-half maquette and
it became the bible
reference for
Treebeard." DF
198 * THE ART OF THE LORD OF THE RINGS
for armor design. The sculpt to the right was the final Gondorian
maquette that Daniel did, and represents the culmination of many
people's work. BW, WM, & DF
WETA WORKSHOP: MAQUETTES * 199
CITADEL GUARD
Maquette
This highly detailed
design maquette by
Daniel is the final
approved design, and
was produced for
Weta Digital as a
scanning model from
which to create digital
versions of the Citadel FELL BEAST CLAW Maquette
Guard figures. DF This sculpt of the fell beast's claw by Mike Asquith was done
at a large scale for scanning so that the Weta Digital artists
could get the textures and colors right for the digital model.
Gino Acevedo painted it while demonstrating a technique
with plaster of Paris; a cast of the sculpt done in plaster of
Paris can be worked up to produce the very hard, crisp feel-
MUMAKIL Maquette
"This maquette was made from a design
of Daniel Falconer's that Peter Jackson
liked. I just turned it into a three-
dimensional creature with a few
changes. Because I have a stop-motion
background, a lot of my 2D creature
designs don't change much as I progress
to3D. At the back of my mind, no matter
what I'm drawing, I'm thinking in 3D. It
oftenworks out that I pencil it, then
sculptit, but someone else will color it
SHELOB Maquettes
"In some ways I prefer the sculpt above
because it hasn't been painted. With
a flat tone, it's easier to study. To the
rightis the most successful of the three
SHELOB Maquettes
With so many of the Weta designers
working on Shelob, a number of different
designs were created, all trying, and in
some ways succeeding, to capture the
essence of what Peter Jackson envisioned
as the ultimate scary spider. The one near
right is by Greg Tozer, while the others
are by Jamie Beswarick. GT & JB
WETA WORKSHOP: MAQUETTES * 201
SHELOB Maquettes
"After the initial had been approved and scanned, Weta Digital quickly realized they would need to have a much
sculpt (top right)
more detailed understanding of Shelob's mouthparts in order to create a working digital model. Due to the deadline imposed on
the digital animation team, only a day could be spent designing the mouth workings. The quickest way to achieve this was through
an augmented version of the original sculpt. We poured a hard Plasticine copy from the existing mold and quickly worked the mouth
details into it. The design brief was to the point: scary and disgusting. From memory, I conjured up a combination of the
most vile images I could think of and worked them around the existing mandibles: squid beaks, crayfish mouths, and various 'organ-
ic apertures' were the main inspiration. The only change Peter made to this design was to remove the large middle tooth at the top of
the mouth. The digital team did an amazing job of breathing life into the design (above right). From a static sculpt to a slobbering
snapping maw.
"Above is the approved Shelob face sculpt. Designing the paint scheme on an organic-translucent base, Gino Acevedo
used this silicone rubber casting of the maquette. Combining elements from Jamie's anatomical spider-face sculpts and Greg's
diseased maquettes, opposite, this final version was an attempt to capture all and Fran warmed to the
the aspects of design that Peter
most. The diseased growths were whittled back to a concentration around the and a more predatory look was introduced by
left eye,
bringing the alpha eyes closer together. In keeping with the squat nature of the tunnel web spider, Peter had me shorten the length of
the face, bringing the eyes and mouthparts closer and creating a more focused creature. Only the size of a fist, this design maquette
was to become the scanning model, as the scan technology no longer required large-scale models to achieve high resolution. The
resulting scan was so detailed that it perfectly captured an errant thumbprint on the back of the model!" BH
202 * THE ART OF THE LORD OF THE RINGS
original art by illustrators such as Alan Lee, so it springs from a replacements, where the matte painter acted like a digital com-
very subjective frame of mind. Regardless of the wonderful vistas positor, in a sense using digital tools to replace one image with
that New Zealand provides, and that the photo reference some- another without working too hard, but those instances were quite
times offered, sometimes thrust, into the development of the rare. Photos rarely do the trick in and of themselves. The differ-
image, the matte painting is a painting in a very real sense: it has to ence between a digital compositor and a matte artist is that they
convey a story. This begins with a sketch by Alan Lee or a quick usually have many other concerns (in the case of The Lord of the
paint sketch by Jeremy Bennett. Sometimes Gus Hunter will give Rings, quite weighty, technical ones) and a variety of tasks to
us a bit more in terms of a Photoshop layout. Once we get the tackle. Our two worlds have a gray area between them, but there
green light (quite often Peter Jackson approves the "feel" of a shot is quite a distinction in terms of focus: a simple way to put it
more than anything else) we begin painting, first roughly, to lay the would be that one is a photographer on wheels, and the other is
image out accurately and match it to the live plate, then more defi- a painter, but both can be animators.
nitely. Since changing a painting in its later history is not as simple
and light and shade and so manipulate the data that was shot on the day.
But to do that, you go back to the oldest art form, just a brush and
pigments and paint to create the look.
PETER JACKSON
206 * THE ART OF THE LORD OF THE RINGS
MORIA Khazad-dum
"Taking Alan Lee's conceptual drawings
as a starting point, this painting was
created using the miniature stairs built
by Weta Workshop. This composite was
created to show how much flame and
lava are visible in the cavern and to give
a feeling of depth, although itwas
important to hint at the bottomlessness
of the chasm. The columns of the
stairway actually go down farther than
the original frame of the miniature, and
the base doesn't show lava so much as
flame, rocks, and smoke to imply that it's
there somewhere, far beneath the bridge."
GH
DIGITAL PAINTINGS * 207
greens, and golden colors for the highlights to give it a more melancholic palette." GH
210 * THE ART OF THE LORD OF THE RINGS
MORDOR
Mount Doom
"Different skies,
atmospheres, lava
bombs, flowing
lava,and rock
elements combine
to create this
particular look
up the slopes of
Mount Doom." SL
214 * THE ART OF THE LORD OF THE RINGS
LOTHLORIEN
Silverlode River
"This painting was for
the scene on the banks of
the Silverlode River, when
the Fellowship make their
farewells to Galadriel and
Caras Galadhon. This
shot required the addition MINAS TIRITH Minas Tirith at dawn
of trees, a major tree "This was the first big establishing shot
extension (note the of the mighty city of Minas Tirith. It
reflection of the big tree became known as the Istanbul shot;
in the water), and also the city was a large-scale miniature
the last views of Caras composited onto a full painted
Galadhon in the early background. Computer-generated
morning mist in the smoke and a scattering of doves were
background." MD later added." MD
DUNHARROW ENCAMPMENT
Digital matte painting
"This painting is the establishing shot
for the Paths of the Dead sequence. It
MORGUL VALE
Digital matte painting
"This painting was done for a tilt-
CIRITH UNGOL
Digital matte painting
"This unusually shaped painting, showing
the view from the top of the Cirith Ungol
tower to the Gorgoroth Plain far below,
MINAS TIRITH Digital matte painting was designed in this format so that it
"This shot from a sequence in which Pippin is on his way to light the beacon fire.
is could follow the tilt-down of the camera,
This view is from just below the beacon on the slopes of Mount Mindolluin. The which in turn is following an unfortunate
miniature of the city formed the basis of this painting, but it took some reworking to Ore as it falls out of the tower, down to
integrate it into the composition." DC its doom." RK
218 * THE ART OF THE LORD OF THE RINGS
CIRITH UNGOL
Digital matte painting
This painting of the Mordor mountains
was combined with the miniature of
the entrance to Shelob's Lair and the
computer-generated Gollum. All three
elements needed to be color-balanced
and adjusted to allow for the differing
levels of light that would be falling on
them. KdJ
MORDOR Digital
matte painting
"This painting reveals
the full extent of
Mordor's landscape to
the two Hobbits as they
leave behind the tower
of Cirith Ungol and
finally enter Sauron's
realm. It includes
miniatures of Mount
Doom and part of the
rock set and forms the
basis of a wide-pan
shot, animated with
lightning flashes and the
flickering fires of Ore
encampments." RK
MORDOR Barad-dur
"For Barad-dur and Mordor beyond, the main challenge was to create a sense of height. This was
this shot of
done predominantly by showing the tops of mountains with clinging clouds under Barad-dur. It is essentially a
black-and-white image with the only color being the lava and, of course, the Great Eye. We wanted a sense of
scope and scale without taking away from the Eye. The sky was arranged in such a way that the dark part of
the tower could be silhouetted against the bright horizon, while the flaming Eye could play against the darker,
heavier clouds." DC
MORDOR Barad-dur
"We really cheated size
and scale for the Barad-dur
destruction shots. Peter
wanted Mount Doom large
in frame behind the tower
to link the destruction of
the Ring to the destruction
of the tower. It was a
challenge to keep the feeling
of size and distance for these
objects, without obscuring
them with haze or making
them small. We were also
careful to not call too
much attention to Mount
Doom, so as not to take
away from the main focus
of the shot, the crumbling
tower." DC
222 * THE ART OF THE LORD OF THE RINGS
MOUNT DOOM
Sammath Naur
"This painting is
HOBBITON
Digital matte
painting
"This takes us
back to the green
and placid fields
of the Shire and
Hobbiton. The
painting provided
a backdrop for a
number of shots
near the end of the
film, when the
Hobbits return to
the Shire. It is
had some hi-res sunset photographs, we didn't have any that looked exactly the way Peter Jackson saw this sequence. Alan Lee then
found me a photo he had taken on an earlier reference shoot in the South Island, and this was the result." RB
CLOSING CREDITS
Peter and Fran had the idea that they would like to mark the end- remember them, and I used these as the basis for pencil renditions.
ing of the final film in the trilogy by doing something different Then Jean-Paul Leonard, of Company Wide Shut, who was
with the credits. After we did samples and tests on film, the responsible for the design work on the DVD menus for all three
approach chosen was to represent the actors by their portraits, films, and had taken on the task of designing the end credit
and the rest of the crew by images selected from the huge numbers sequence, carefully composed the images and text and created the
of drawings and designs by myself and John Howe. elegiac and beautiful look of our final departure from Middle-
Fran, assisted by VFX art department coordinator Hannah earth.
Bianchini, chose frames from the films that represented moments Alan Lee
in which each of the characters look the way we would wish to May 2004
BOSTON PUBLIC LIBRARY
DATE DUE