Issue link: https://digital.copcomm.com/i/1480624
stage space to build the same set in two different scales. So, the VFX team, led by supervisor Jason Smith, and abetted by the scale supervisor, Tim Capper, would take each scene where we needed differently scaled characters and work with the directors to sort out how we could build forced perspective gags or work out sections of the set to allow for multiple techno-crane match moves. This meant we built some props and dressing or a few individual set pieces in two scales—and occasionally there was no way out but through a green screen—but in almost all cases, we were able to figure out how to use the same set to shoot the two scales. Movie magic, indeed! Once these elements were all worked out, the NZ Art Department wrestled them into buildable sets. Next, an army of skilled artisans cut CNC structural ribbing for the stonework, applied remarkable stone skins and molded real plaster ornament. Then talented scenics, under Giles Smith, layered paint, resin, crystalline finishes, gold gilt and cast gems to bring these underground worlds to life. This conceptual resolution of Khazad-Dûm into practical shooting sets encapsulated the methodology the Art Department had to employ to complete the enormous scale of design ROP required. As there was no way that we had enough artists or budget to complete the work in the time we had, and, as much of this work required VFX extensions, we created a small Virtual Art Department within the Art Department. It was led by the amazing Peter Baustaedter; they formed the pipeline of both baseline VFX concept and modeling/Unreal development and animations. In addition, due to the nature of this project, I was able to work directly with concept artists in the VFX houses. This kept an institutional knowledge of the design intent embedded in VFX work throughout completion. Julien Gauthier was a key one of these artists, instrumental to the initial design exploration and further development of Númenór. As with the dwarves, how would the design seen with ROP's Harfoots evolve to be that shown in LOTR? One answer—look to the giant wheels of their wonderful hand-built carts… D. OVERVIEW OF KHAZAD-DÛM (DWARVES). ILLUSTRATION BY YANICK DUSSEAULT. PHOTOSHOP PAINTED OVER AN UNREAL MODEL FRAME FROM CONCEPT ARTIST ANDREW LEUNG. E. HARFOOT TINKER'S CART. ILLUSTRATION DONE IN PHOTOSHOP BY JAMES CARSON. D E

