3D World

Alien: covenant

Trevor Hogg discovers the challenges MPC faced when unleashing a more organic-looking Xenomorph and a new Neomorph in Ridley Scott’s Alien: Covenant

- FYI Find out more about Alien: Covenant at www.moving-picture.com/film/

Trevor Hogg discovers the challenges MPC faced when unleashing an updated Xenomorph and a new Neomorph in the latest Alien film

Following the divisive Prometheus, Alien: Covenant marks a more critically accepted return of filmmaker Ridley Scott to the monster in space franchise that he launched in 1979.

MPC Montreal looked after 600 shots that included the Neomorph and Xenomorph, while MPC London did 100 shots focused on flashback and environmen­t work, as well as the shower scene. “We had meetings with Ridley Scott in London and he showed us original pieces by HR Giger of the Xenomorph and scenes that he liked in Alien,” says MPC VFX supervisor Ferran Domenech. “Ridley wanted to make the Xenomorph more organic, which is a departure from the purely biomechani­cal look of the original.” Ferran adds that for the classic curved head of Xenomorph, Ridley was aiming for the thick translucen­t quality and the consistenc­y of gelatinous aspic.

Digital Xenomorph

An actor wearing a Xenomorph suit and a practical puppet were filmed, but Ferran says the action demanded a digital version

too: “there was always the need to make a CG version because we had scenes where the Xenomorph runs, jumps and attacks.”

there are colour variations from browns to black as well as various specular qualities to the skin. “Some parts of the Xenomorph are more skeletal, where you get these drier, more porous bones. there’s also gelatin and goo in many areas. the corridors have all of these artificial lights, so you get to play a lot with how the specular light catches the surfaces of Xenomorph along with the Subsurface Scattering, so you have light going into the softer bits of flesh.”

References for the behavioura­l attributes of the Xenomorph ranged from footage from the original Alien, crabs and the praying mantis. “it’s all about the alien quality that insects have,” says Ferran. “if you look at nature documentar­ies about praying mantises, for example, they have eyes, but they also sense a lot of their environmen­t. there’s a still quality to them as they cock their heads and make these quick changes of speed. We brought that body language to the Xenomorph. it’s all done by body posture and head tilts. it’s like a blind creature looking around for its victims with its sensor organ, so he can almost see in all directions. We also played with his tail, which he can use as a fifth limb and the tip like a spear.”

the goblin shark was a big influence for the look of the Neomorph, which has soft translucen­t white skin. “We looked at

the more organic scenes, with lots of blood and Gore when the Neomorph is born, were technicall­y difficult Ferran Domenech, VFX supervisor, MPC

you Get to play a lot with how the specular light Catches the surfaces of xenomorph along with the subsurface scattering, so you have light GOING into the softer bits of flesh Ferran Domenech, VFX supervisor, MPC

greyhounds when they’re going really fast and how the bones canter because they’re almost upright,” explains Ferran. “We had reference from a performanc­e artist from Spain, who is almost doublejoin­ted. He has such a thin muscular body that he can achieve these almost impossible postures, and was therefore good for modelling the Neomorph.”

David, portrayed by Michael Fassbender, attempts to tame the creature that evolves into a Xenomorph as the consequenc­e of his genetic experiment­s. “through body language, tension in the neck, and the speed of his breathing and the screeches of the Neomorph, we have this dialogue between the two characters.” the reflection of David was then integrated into the lighting set-up, creating the illusion that the blood on the chest of the creature is acting as a mirror.

“Ridley Scott specifical­ly asked for the Neomorph to grow in front of your eyes,” explains Ferran. “if you watch the medical bay sequence when the Neomorph bursts out of Leward’s [Benjamin Rigby] back, it lands on the floor as a foetus and immediatel­y grows into baby form, then it becomes a teenager and a moment later you see it outside as an adult. From a technical point of view, we had to develop four versions of the Neomorph: from foetus to baby, baby to toddler, toddler to teenager and teenager to adult. these four variations of the rig allowed us to grow the limbs at different speeds and to go from one body shape to another. it was a challenge for the rigging and animation department­s.” Developing new tools A new MPC proprietar­y software tool called Machi was utilised to distribute 15,000 buildings, 250,000 dead engineers and 500,000 trees for a sequence that takes place in a massive Engineer city. “We started with the New Zealand photograph­y and incorporat­ed some other mountains from the united States,” says Ferran. “the environmen­t department worked on integratin­g the houses into the rock in a way that felt like they blended into the

landscape.” Different types of architectu­re were referenced, such as Classical Greek, Roman, and Brutalist. “When you see the flashback scene, the Engineers all die at the same time when a pathogen comes out of the ampules of Prometheus that is hovering above the city. the black smoke has a life of its own and flies into the mouths, ears, and eyes of the Engineers. they slowly and painfully turn into these black burnt husks of their own bodies.”

Running a tight ship

MPC was also responsibl­e for the ships: “the Lander lands in shallow water and created challenges to our effects team, who had to lift all of this steam on water as the ship is landing,” says Ferran. “then there’s a particular light that the engines create, which lights up the environmen­t as they go through it. they’re like Harriers. Each engine moves independen­tly. the Lander was an interestin­g ship based on the space shuttle. they built about 20 per cent of the ship. one of the engines and the door.” the Lifter, which is a cargo ship, needed modificati­ons. “the way the Lifter was built on a gimbal on-set, there was always going to be a top up, but we made it extra large to allow the ship to look more functional. it also has more cargo area. the cockpit was fully functional.”

the biggest challenge for MPC was bringing back the Xenomorph that everyone knows. “the movements and the qualities of the Xenomorph are always challengin­g,” says Ferran. “Equally difficult were some of the more organic scenes with lots of blood and gore when the Neomorph is born. that was quite challengin­g technicall­y, to be able to replace practical effects with full CG blood, simulation­s of the flesh and a semitransl­ucent sack inside, which is the baby.”

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 ??  ?? the reimagined Xenomorph has pipes coming out of its back, more exoskeleto­n and fleshy muscle, and a cranium with a gelatinous texture
the reimagined Xenomorph has pipes coming out of its back, more exoskeleto­n and fleshy muscle, and a cranium with a gelatinous texture
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 ??  ?? We first encounter the neomorph in the medical bay sequence, when it bursts out of Leward’s [Benjamin Rigby] back
We first encounter the neomorph in the medical bay sequence, when it bursts out of Leward’s [Benjamin Rigby] back
 ??  ?? the more organic scenes were quite challengin­g technicall­y as the team had to replace practical effects with full Cg blood, plus simulation­s of the flesh and baby
the more organic scenes were quite challengin­g technicall­y as the team had to replace practical effects with full Cg blood, plus simulation­s of the flesh and baby
 ??  ?? Below: the Xenomorph’s key-framed motion was based on the praying mantis for agility and speed, the tiger for weight, and greyhounds for agility
Below: the Xenomorph’s key-framed motion was based on the praying mantis for agility and speed, the tiger for weight, and greyhounds for agility
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 ??  ?? Above: “there’s a particular light that the engines create which lights up the environmen­t as they go through it,” says VFX supervisor Ferran Domenach
Above: “there’s a particular light that the engines create which lights up the environmen­t as they go through it,” says VFX supervisor Ferran Domenach
 ??  ?? Above: Along with crabs and the praying mantis, the goblin shark influenced the look of the neomorph, which has soft white translucen­t skin
Above: Along with crabs and the praying mantis, the goblin shark influenced the look of the neomorph, which has soft white translucen­t skin

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