Burgess acknowledges that lighting the prosthetic
makeup to look as real as possible, while ensuring that the greenscreen
and bluescreen elements remained viable, "was tough. I had
to play that fine line of keeping the lighting alive while doing
certain things to make the screens read so ILM could pull their
mattes."
Back at ILM, transforming the footage of Schwarzenegger into the
half-man/half-machine Terminator required a complex application
of keyframe hand animation, motion capture and "matchimation," a
newly developed 3-D rotoscoping technique. "The matchmover
lines up the endoskeleton geometry with the actual plate of Arnold
wearing a half-greenscreen costume, then rotoscopes the animation
frame by frame over his movements," explains Helman. "Much
of our R&D focused on developing this very sophisticated tracking
tool, because we had to create the T-800 endoskeleton, the muscle
tissue, the skin and the Terminator's leather jacket, which is
full of holes that you can see through. On top of that, we were
working with the 2.35:1 aspect ratio, and some of the shots are
very close up!"
But not every effect was so digitally intensive. T3 introduces
the retro T-1, a 9'-tall sentient killing machine on treads. "It's
a very destructive anthropomorphic robot tank with a personality," says
Winston. "It's an amazing battle machine, a hydraulic and
servo-driven combination of metal, aluminum and fiberglass casings,
operated by a number of puppeteers via radio control." Although
the five T-1s "worked perfectly," according to Burgess, "they
were connected to a lot of cables, so they could only travel so
far. We had to see exactly what they were capable of doing, and
then use camera speed, focal lengths and lighting to create the
illusion that they could do anything. It was fairly time-consuming,
but it boiled down to defining the shot and making sure that everyone
understood exactly what the shot was."
Another newbie to the Terminator saga is a female Terminatrix,
or TX, the next generation beyond T2's T-1000 liquid-metal
man. In designing the lethal female cyborg, the Winston team strove
to avoid clich‚. "When things started looking like Metropolis,
we changed direction," says Winston. "Our concept art
director, Aaron Simms, designed a feminine elegance into the lines
of the TX's black-chrome battle-chassis endoskeleton. She's a more
advanced machine than the T-800; all of her plating fits together
much more intricately, like a watch. She's elegant, she's sexy
and she's evil."
Indeed, the Terminatrix has many deadly tricks literally up her
sleeve, such as arms that open to unleash all manner of weaponry,
courtesy of Winston and ILM. What was the most advantageous way
to light her? Says Burgess, "She's beautiful and she's the
ultimate killing machine, and I wanted to keep that dichotomy in
play, so I lit her for beauty and then gave her a bit more edge,
a little more contrast, a slightly harsher look. I reflected warmer
tones into the Terminator and cooler tones into the Terminatrix,
so the enemy always has a colder feel."
Winston's crew built a TX puppet for certain shots in which the
Terminatrix's liquid-metal "skin" is disrupted. But much
of the character was created in ILM's computers, using motion capture
of the actress, Kristanna Loken, to drive her mechanical alter
ego. The trick was for ILM artists to replicate Burgess' lighting
in their CG work. "ILM had one person who did nothing but
take notes of every element involved in the look of the shot," recalls
Burgess. "They shot the sets using a reflective sphere to
see where every light source was coming from and what its color
was. They always worked off of what we'd established in principal
photography."
According to Helman, Burgess "took digital stills of every
setup, and built a book with printouts showing the exposure and
everything else he needed to maintain consistency throughout the
film, and that helped us a lot as well. Those reference shots gave
us a chance to get inside Don's head and see what kind of vision
he had for the film overall, as well as for specific sequences."
Of course, certain sequences could only be visualized in computers.
An example is the climactic sequence, wherein the TX's skin literally
melts away from her endoskeleton. "We knew when we read the
script for T3 that fluid simulation was going to be the
focus of our research," says Helman. "We spent eight
months working with a Stanford University team that had written
a paper on fluid-simulation engines in order to develop a technology
that would allow us to accomplish this effect. We used motion capture,
bluescreen photography and also did some matchimation of Kristanna
Loken's actions and facial expressions to create a piece of geometry
that is her digital double. We then filled that geometry with particles
and put them through a fluid simulation. It's a great idea, but
it was a very complicated, unfriendly program. Fluid simulations
are always unpredictable, but in this case we had to control the
viscosity and the mass of every little strand of liquid metal so
it could peel off like heavy water and have all the characteristics
of a liquid."
Maintaining the integrity of the image when the effects house
starts compositing is one of the biggest challenges a cinematographer
faces, according to Burgess. "It's tough because this part
of the job always comes at the end [of post], when a cinematographer
is usually off on another project," he says. "There are
a lot of burned-out people who are trying to hang on at that stage,
and it's hard to maintain enthusiasm. But Pablo is certainly doing
the best he can, and ILM's work is amazing."
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