CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)

From clown college to CGI, practical modeller turned digital modeller Mark Siegel talks Ghostbusters, Star Wars, ET, Planet of the Apes, Van Helsing, Pirates of the Caribbean, and getting into the visual effects industry in Ed Kramer’s CGI Fridays podcast. If you’re looking for entry points into the industry, then Mark Siegel is a pretty unorthodox example, but perhaps that’s what makes it so inspiring. His career goes from a slapstick starting point to sculpting Klingon foreheads in Star Trek III: The Search for Spock to puppeteering some of 80s cinema’s craziest critters in Ghostbusters, and then into the emerging field of CGI as a stalwart of Industrial Light and Magic.

Show Notes

Siegel was teaching junior high in his hometown of Minneapolis before turning his back on dispensing education, in favor of receiving it as one of the 1,700 students to pratfall through the doors of Ringling Bros. and Barnum & Bailey Clown College between 1968 and 1997, earning a spot in their touring show.

There he was fortunate enough to study under the late, great Verne Langdon who “besides teaching us clown makeup and helping develop our characters. He taught us basic prosthetics – he had recently been on the original Planet of the Apes [1968] with John Chambers. I learned how to take the casting of my nose, do sculptures and molds and make my own rubber clown nose. Verne liked my work. And I enjoyed doing it. And we stayed in touch."

Mark Siegel's full IMDb profile reads:

Lucy (digital artist)
Captain America: The Winter Soldier (digital artist: Industrial Light & Magic)
Noah (digital artist: ILM)
Star Trek Into Darkness (digital artist: Industrial Light & Magic)
Cowboys & Aliens (digital artist: ILM)
Transformers: Dark of the Moon (digital models and simulations: Industrial Light & Magic)
Rango (digital modeler: ILM)
I Am Number Four (digital artist: ILM)
Indiana Jones and the Kingdom of the Crystal Skull (digital modeler and simulator: ILM)
Evan Almighty (digital artist: ILM)
Pirates of the Caribbean: At World's End (digital modeler: ILM)
Eragon (digital artist: ILM)
Pirates of the Caribbean: Dead Man's Chest (digital modeler: ILM)
The Island (digital artist)
War of the Worlds (digital artist)
Son of the Mask (lead modeler)
Van Helsing (digital modeler)
Planet of the Apes (model maker: ILM)
A.I. Artificial Intelligence (model maker: ILM)
Star Wars: Episode I - The Phantom Menace (concept sculptor)
Space Cowboys (model maker)
Galaxy Quest (model maker: ILM)
Men in Black (model maker: saucer crash miniature and blue screen unit)
DragonHeart (creature maker) / (puppeteer)
The Meteor Man (action property performer)
Fire in the Sky (sculptor)
Memoirs of an Invisible Man (action property performer)
Death Becomes Her (model maker: ILM)
Naked Lunch (creature maker)
Back to the Future Part III (model maker)
Joe Versus the Volcano (chief model maker)
Back to the Future Part II (model maker: ILM)
Look Who's Talking (project supervisor: San Francisco, Magic Vista Studios, Inc.)
Ghostbusters II (sculptor: ILM)
The Blob (creature maker) / (puppeteer)
Star Trek III: The Search for Spock (creature maker) / (puppeteer)
Big Trouble in Little China (creature maker) / (puppeteer)
Poltergeist II: The Other Side (creature crew: Boss Film Corporation)
The Goonies (creature maker - uncredited) / (puppeteer - uncredited)
Dune (creature maker - uncredited) / (puppeteer - uncredited)
Ghostbusters (creature maker - uncredited) / (puppeteer - uncredited)
Star Wars: Return of the Jedi (model and creature maker: ILM - special version)
Star Wars: Episode V - The Empire Strikes Back (model and creature maker: ILM - 1997 special version)


Music: Karl Casey @ White Bat Audio

What is CGI Fridays – A Visual Effects Interview Podcast (Season 2 Coming Soon)?

SEASON 2 COMING SOON!

Industrial Light and Magic alum and CGI educator Ed Kramer (Star Wars, Stargate, The Mummy, Galaxy Quest) catches up with pioneers and innovators to learn about the coolest VFX in our favorite films and how they got started in the industry. Hilarious, informative, and surprising, CGI Fridays is a must for anyone starting a career in visual effects or computer animation, as well as fans of behind-the-scenes stories from some of the biggest science fiction films of all time.

Mark Siegel: I'm Mark Segal, and
I loved monster movies when I

was a kid, and I turned out that
I got to make them. And the

greatest honour of my career was
that my work and part of my hand

are on a US postage stamp

Ed Kramer: Welcome to CGI
Fridays, a podcast from the

companion dot app. I'm Ed
Kramer, and I've been a

professional CGI artist for over
40 years working at Industrial

Light and Magic and on some of
your favourite movies, including

the mummy, Stargate and Star
Wars prequels. In this series,

I'm catching up with some old
friends in the industry to talk

about their careers, their work,
and give me a damn good reason

to stay behind in the movie
theatre watching the credits all

the way to the end. I'm really
honoured to be talking to one of

the actual legends of visual
effects from even before there

was CGI.

Mark Siegel: I was born and grew
up in Minneapolis, Minnesota, a

graduate of the University of
Minnesota I was a double major

in theatre and English. My
intention was to be a performer

or something related to theatre,
and it's just been amazing.

Unknown: I hope you're enjoying
CGI Fridays with visual effects

pioneer Ed Kramer, who worked
for George Lucas at Industrial

Light and Magic. If you want to
read more Star Wars stories to

companions got you covered sign
up to the companion membership

at the companion dot app. That's
www dot the companion dot a PP.

Now, back to the show

Mark Siegel: in the unexpected
directions that it took me and

it actually started in high
school with a really influential

drama teacher who is young and
creative and inspired a whole

bunch of us one of my closest
friends Gary Parker, I am not a

creator, or you know, an
innovator by any means, like

some of these legends people
like Dennis Muir and people like

that. I've always considered
myself a work for hire.

Ed Kramer: Now I've watched the
interview you did with the

Ghostbusters guys. So a lot of
your early history leading up to

ILM is already kind of
documented out there. But if you

want to kind of like do a
overview of the twists and turns

that led you to ilm, I

Mark Siegel: graduated from the
University of Minnesota with a

theatre degree thinking it would
be a smart thing to do. I also

got my degree from the College
of Education. So I wound up

teaching Junior High in
Minneapolis where my first year,

but the showbusiness bug was in
me and I discovered the

existence of the Ringling
Brothers Barnum and Bailey clown

college. And in a scholastic
magazine I was using in my

eighth grade they had the
address to write to and so I did

is I was accepted to the
Ringling Brothers clown college

went through their course, and
was hired about half the class

was as a clown to go on the road
with them in their 1972 tour.

But now the visit is essential
Park during clown college with

experts in various fields coming
to teach our various skills. And

our makeup teacher was a guy
named Vern Langdon, who besides

teaching us clown makeup and
helping develop our characters.

He taught us basic prosthetics
he had recently been on the

original Planet of the Apes with
John Chambers learned how to

take the casting of my nose, do
sculptures and moulds and make

my own rubber clown nose. Varun
liked my work. And I enjoyed

doing it. And we stayed in touch
after the year of the circus and

moved to New York to continue to
have my acting career eventually

moved out to LA to continue the
acting career but you know, you

need real work. While that's
happening. And by great happy

circumstance, the same Vern
Langdon of generally creative

guy. About a year after I moved
to LA, got a contract with

Universal Studio tours to create
a monster Makeup Show the land

of 1000 faces. He needed people
with the right skills, couldn't

pay, you know, union makeup
artists or anything. But he knew

I had the skills he wound up
hiring me and three other guys

he knew from the circus. So I
was in on the ground floor to

helping to create and then work
for the land of 1000 faces for

about three and a half years
thinking it was you know, a

temporary job while I was trying
to be an actor, you know, turned

into a career. I learned
virtually everything about

sculpting mould making mask
making prosthetic makeup

effects, a lot of the materials,
met some people in the business

like Rick Baker because it was
just makeup effects was just

booming at that time. But they
come through our shop, because

we were doing cool things. So
when I finally left universal,

it was a matter of just making a
few calls and I was freelancing,

which I did for about a dozen
years in LA eventually made the

move to San Francisco to many
circumstances to go into but I

moved to San Francisco with my
first job which was a small

company, magic VISTA who got the
contract To do the visual

effects for Luke who's talking,
and they had interviewed me like

a year before and re contacted
me. And they hired me. So I was

there working on those effects.
Yeah, the sperms in the and the

eggs all we did all of that
stuff, met a few people involved

with ILM at the time because
they were either on the crew, or

came to work with this Gary
platic in particular. Meanwhile,

I learned that Hi, LM had gotten
the contract for Ghostbusters

two. And I had worked on the
original Ghostbusters in LA. And

they hired Tim Lawrence, who I
knew from LA to come up and had

the Creature Shop. So really, I
just called Tim and said, You

know, I live in San Francisco
already, so you should hire me.

And he said, Yeah. Okay, so
that's what got me to ILM in

September of 1988.

Ed Kramer: That was so perfect.
You're a natural, I think you

should consider a career in
acting.

Mark Siegel: Well, you know,
after I retired, I started

taking acting classes and
workshops again, and I actually

have an agent who occasionally
sends me out on things so you

never know.

Ed Kramer: Now what you did, of
course, in telling that story

was glossed over some
unbelievable things. We can't

just take you right into ILM
without mentioning like,

Ghostbusters one.

Mark Siegel: Ghostbusters one
was not my first motion picture.

My very first right out of the
universal show was Star Trek The

Motion Picture. So I worked on
Klingons aesthetic headpieces

for Klingons because it was a
last minute decision to do them

for the movie. And they needed
them really fast. And one of my

friends was on Fred Phillips
makeup crew, they didn't know

how they were going to get them
done. Because you'll between

taking impressions of all the
actors, and then doing all the

sculptures and moulds and with
the standard prosthetic

technology using foam latex. You
have to bake it and it's never

for certain. But we had
developed this Chris Stetic

grade urethane foam and
universal working with one of

the chemical companies. So Rick
Stratton, my friend told Fred,

he said hey, I know this guy,
Mark Siegel, who knows this

technology that help us get them
done, get it done. So they hired

me and each of us there were
three of us. Each of us sculpted

three of the nine Klingons we
turned them out we did the

prosthetic heads. They were also
reusable, because they're more

durable than foam latex. So that
was my first movie.

Ed Kramer: Were you ever on set
with Doug Trumbull? Because he

was shooting the optical
effects? Yes, he

Mark Siegel: was. And no, I was
never on set. Typically all of

our special makeup effects work
unless we're on set actually

applying the makeup is all you
know, pre production rarely

interact with the shooting or
unless we're puppeteering. But

even so the visual effects
director would usually not be on

the set for that. So no, I never
got to meet Doug until later on,

when, after, you know, establish
a bunch of other credits and

made some contacts. They hired
me at boss films to do

Ghostbusters, the original and I
wound up doing a number of shows

boss, which was just down the
street from Doug Trumbull

studio. In fact, Doug did a lot
of work over at boss. So

occasionally he'd invite our
crew over to see in his

screening room, whatever show
scan project he was working on.

So it was a number of years
later that I got to meet Doug,

we haven't yet used the word
Slimer Slimer was my main

character. I was not the
original Slimer creator. That

was Steve Johnson, who was head
of that unit, and a few others

he did the library and ghost.
Steve did the work on the MCATs

zeroing in on the design. He
sculpted the original

Ghostbusters Slimer puppet. I
think the very first project I

had was to sculpt all the
interior of Slammers mouth. So I

did these giant oversized
dentures that I sculpted and

moulded and made out of dental
acrylic plus a tongue, I

sculpted over my arm. So it was
a tongue puppet that would fit

my arm. So when we got shoot
Slimer I was in there

puppeteering the tongue for all
of the eating shots.

Ed Kramer: I watched the video
that you did, and I saw the

breakdown of that shot frame by
frame by frame and I was in

stitches watching that. That's
the great thing about what we

do, right is that we create
memories that people actually

carry with them. But you know, I
remembered that scene and now

breaking it down frame by frame
and watching you puppet the

tongue and, and somebody inside
the suit and then somebody

handling things like eyebrow
movements. I mean that that was

just That's lovely and, and
people can track that down on

YouTube.

Mark Siegel: Yeah, it was super
fun. I mean, it not only cracks

me up to watch that sequence. It
cracked us up while we were

shooting it. We knew the entire
crew just had a feeling Slimer

would become a really popular
character because every shot we

did of them. We were cracking up
after the shot was over. Or

sometimes during the shot
because there was no sound it

didn't matter. As long as we
weren't shaking. That's one of

my favourite thing. is about
working in effects, whether it's

practical or later on digital
is, you know, sometimes so much

time goes by between the time
you do the work, and then it

appears on the screen. So you
have this objective distance.

And it has actually happened to
me that I'm watching something

in a movie and said, Oh, that
looks really cool. Oh, I worked

on that. And it's it's super
gratifying. It's sort of what I

live for.

Ed Kramer: Your List of films on
IMDb reads like who's who of the

entire realm of visual effects
work? Just gonna read a little

bit of this. It's got
poltergeist too. We've got Star

Wars Episode Five and six Empire
Strikes Back return to the Jedi.

Then those were the special
editions we got Ghostbuster to

look who's talking back to the
future to Joe Versus the

Volcano. Back to the Future
three death becomes her Meteor

man, men and black Galaxy Quest
and now we're just starting into

a generation that I was a part
of, because Galaxy Quest means a

lot to me. I supervise the rock
monster on that show.

Mark Siegel: I love that movie
in general is one of my

favourite so we talked

Ed Kramer: about Ghostbusters
one is there any story that you

haven't told about Ghostbusters
one man?

Mark Siegel: I don't think so.
Especially if your listeners

want to watch my interview on
YouTube. It's on the channel of

the containment unit, which is a
San Diego based Ghostbusters fan

club when I talked for almost
two hours. I even surprised

those guys. They know a lot. But
I told him stuff and showed him

pictures that nobody's ever seen
before.

Ed Kramer: So now let's move on
to Ghostbusters to my first job

at ILM.

Mark Siegel: Well, when ILM
hired me Slimer was kind of the

main reason they hired me. And
then for a while they were

thinking of cutting Slimer out
of the movie. And I thought, oh,

maybe I'm out a job, I and then
they brought him back. By that

time he had become kind of a
star on his own even had his own

cartoon show. So the designs got
a little more cartoony. And he's

very cute. But he's not the
original Slimer. And what I

loved about the original Slimer
was that he really was kind of

ugly. Well, he was inspired by
John Belushi, especially his

character Bluto in Animal House,
who was really kind of gross and

disgust. And it was just because
of his behaviour, that he was

also somehow cute and charming
and very funny. And that's a

quality that the original Slimer
had. And because it went more

cartoony, I don't think that
part of it was quite as

successful. The other thing was
technology had improved a lot.

And instead of hand puppeting,
and simple cable controls for

the expressions, we went very
much mechanical with radio

control expressions. And the
most limiting factor was instead

of the original puppet that had
just a rod with a little tea in

the lower lip, that a puppeteer
could just stretch in all kinds

of ways stretch and twist, we
suddenly just had a pneumatic

cylinder jaw control. That was
cool technologically, but it was

just really limited. The Puppet
just didn't become the loose,

cartoony puppet that he could.
Of course, I didn't know at the

time, I was just excited to be
working at ILM. And all the

ideas everybody came up with.
Wow. Yeah, that makes sense. And

it's only in retrospect that I
found that when disappointing.

Ed Kramer: So I've got to ask
which one of these was the one

that I walked past to get to my
desk every day?

Mark Siegel: That's an
interesting one. That was not

for the movie. While we were in
production of Ghostbusters, two

Planet Hollywood, came to Ilm.
And they wanted a figure of

Slimer because they knew the
second movie was coming. They

wanted a figure of Slimer for
their planet, Hollywood

restaurants, of course, you
know, the model shop people came

to me to sculpt it. And I
thought, Okay, this is the

opportunity, I have to bring it
back a little bit closer to the

original Slimer without
departing too much from the one

we were working on. Because I
mean, that's what we're working

on. It couldn't do that. But I
brought back the body

proportions, quite a bit more. I
kept the smile, but it's not

quite as broad and extreme. His
head, His cheeks are not quite

as wide. So that is the
sculpture that I came up with,

for Planet Hollywood. I also
sculpted them you know, with a

pose rather than the neutral one
that I did for the puppet. And

that's the one that's hanging in
the hallway. So I have a

favourite moment related this
Slimer to that one that's

hanging at ILM is that during
our speaker series at ILM, Jason

Reitman came to give us a talk
and a screening of the film he

directed up in the air. He was
there with Anna Kendrick, the

star Jason Reitman's of the son
of Ivan Reitman, who directed

the original Ghostbusters. So in
the audience during the q&a, I

asked the question of how much
his dad's directorial work

influenced his directorial work.
And then later on, you know,

usually our speaker guests get
tours of Ilm. And I was sitting

in a digital model shop and it
was right outside the door of

that digital model shop where my
sculptures hanging. So I ran out

the door to make sure I could
meet them and I introduced

myself to Jason and I told Have
them that I was the one who

sculpted that he was gracious
enough to have us do a picture

together with it. He said, Oh
man that brings back so many

memories because as a kid, I
grew up with a sculpture of

Slimer. On my dad's desk, Jason
is now directing the next sequel

of Ghostbusters two in
production now. I'm just sorry,

he didn't call me up. I'd come
out of retirement to work on

that one. I don't even I
wouldn't even want to do effects

work on it, I'd probably want to
get into it as an actor and a

walk on part or something.

Ed Kramer: So as a wizard of
Hollywood now at Industrial

Light and Magic and with
Ghostbusters two under your

belt, you did a number of years,
probably a decade more years

doing practical work, right?

Mark Siegel: Actually, it was 14
years in the ILM model shop. At

first with Ghostbusters. I
didn't know how long it would

last and I was in a temporary
furnished apartment in San

Francisco. But by the end of
Ghostbusters, it became clear

that I could keep working on
things. And I worked on some

fabulous projects toward the end
of it was getting really

interested in CG. I had always
been interested in CG even

before moving to San Francisco,
where it was just being born.

I'm really comfortable with
computers. I've lived in a

science fiction world since I
was a little kid. So I was

always interested in the
potential of computer graphics

for movies. And then it was
starting to happen at ILM. There

was some early stuff like young
Sherlock Holmes that was before

my time there. But then the
abyss and Terminator two

happened while I was there. And
I did some work on Terminator

two, sort of related to the CG
department, there are these

figures of the policeman who
turns into the metallized T to

cop in the hallway at ILM near
the reception desk. And I did

that sculpture. This is in the
early days of CG and they wanted

to have a physical thing they
could test to see how the light

played off the wrinkles of
clothes, things like that. And

we did another casting of it
that we vacuum metallized we

kind of melted the clay and did
a soft version as he's

transforming. And then Richard
Miller did the real soft version

of it. I was in communication
with the CG department. And in

fact, you mentioned the Back to
the Future films on my IMDb

credits. I really hardly did
anything for them. In fact,

there's nothing that appears on
screen, I did a little ornament

for the train back to the future
three that ultimately wasn't

used. But back to the future to
the CG department was going to

animate the shark come that
comes out of the marquee for

whatever it is Jaws 17. Or he
can't remember, one of the CG

guys came to me and asked if I
would sculpt and fabricate a

shark hand puppet that they
could just kind of play with and

shoot and use that for some
reference for the shark. And

then of course Jurassic Park
happened and I was blown away by

it. Because all of us from the
model shop got called into the

little D screening room and got
to see some of the test footage.

A lot of the people were saying,
well, there was my job. But I

was thinking this is really
cool. Eventually ILM started

making self training available
to those of us in the model shop

to ILM is credit they recognised
that the art is the art and the

artist is the artist and you
could learn another tool, you

bring the same eye and the same
creative skills to that tool.

They had people in all
departments not only sculpture,

or modelling of painting, but
editing and lighting and

animation, all of that stuff.
They were encouraging people

with the practical skills to
start moving over to CG so I

started along with my buddy how
we we'd we both started some

self training, it was
frustrating because we didn't

have official training, they
just made computers and some

manuals and software available
to us to do after hours, you

know, after a regular day of
work. And eventually both of us

were offered contracts with the
CG department how we accepted

the contract, but I didn't there
are a few reasons. Basically,

I'm really lazy. And over the
years from when I started at

ILM, when we had a 50 hour work
week, you know with our union

contract, we had started paring
it down to a 40 hour week, which

I really liked. And I've always
been of the belief that your

project expands to fill the time
you have, you can if you know

the time limitations, you can
get as much done in a 40 hour

week as you can and 50 you pace
yourself differently. Plus me I

know my work style, I'm really
fresh in early morning, up until

like after lunch and then the
rest slows down. So I like the

40 hour week. I also like what I
was used to in LA working at

different creature shops. I'd
work on a project for a few

months or many months, and then
there'd be a break and I could

travel and then I'd get onto
another project and the island

model shop was very much like
that. I was not full time

employed there. I was on the
list. You know if they needed

somebody with my skills, they
call me in but I had years there

where I worked only a few months
or eight or nine months and I

actually liked that but now
suddenly CG was I think it was a

45 hour week at the original
content racked essentially full

time employment and my free
spirit rejected that how he

still rags on me every time we
talk. He says I abandoned him.

You know, we joke about that.
And I have to say I made the

right decision because in those
few years, I worked on a few

projects including sculpting
MCATs and doing some miniature

work for Phantom Menace. So one
and then again for episode two.

And then for AI Artificial
Intelligence. Which creatures in

each of those Did you sculpt?
Should I bring up some phantom

minutes MCATs that'll be the
easiest way to talk about it.

Oh, Dragonheart was another one.
I'm going

Ed Kramer: to do a screen share
for you. And you'll love this.

Mark Siegel: Ah, that's my
tongue. I sculpted that along

with Jean boldy that puppet was
fantastic. Especially because I

got to spend a month in Slovakia
on location. puppeteering the

thing

Ed Kramer: that was on the wall,
I looked up and saw that tongue

every day in the Presidio.

Mark Siegel: And there's a tail
of the dragon to the tip of the

tail somewhere in one of one of
the elevator lobbies, that I

also sculpted because they
wanted one practical shot where

the tail kind of swings through
him, maybe it hits somebody or

something during those films, or
after rejecting CG, I did what I

think is some of my best
sculpture work ever. Wow. That's

the EOP.

Ed Kramer: I got to tell you,
Mark, I lit the last shots of

Episode Three with the ELP.

Mark Siegel: Very cool. Well,
this was during the design

phase. And this was in the days
when people in production and CG

people actually like to see a
physical model doesn't happen

much anymore. They do the
prototype models in like ZBrush

or something because directors
are used to seeing it on a

screen instead of in real life.
But at the time, you know, they

really liked to play with
things. So I got sketches from

the ranch on this one had Anakin
riding it. This is sculpted in

Super Sculpey. So we never cast
and moulded it ever. It's way

too complicated. But it was so
much fun to do all these little

details, all the saddlebags and
the sales and the ropes and

things. So I was using a number
of media. But then it was

sculpted in Super Sculpey. And
then we baked it in an oven. And

that's that became the finished
model. Which, by the way, George

Lucas loved it. I heard it was
on his desk for a while. And now

it's on display. In one of the
showcases at the main house at

the ranch. It's in the same
showcase is one of the

lightsabers

Ed Kramer: I know that showcase
you're talking about and it also

has Indiana Jones is whip. And
it has the badges from all of

the Keystone Cops. And it also
has the Holy Grail, the actual

holy grail from the Indiana
Jones movie. So your work is in

pretty good company being in
that display case,

Mark Siegel: I did not know it
was there until I happen to go

up to the ranch for lunch one
day. And I spotted it there and

it kind of blew me away. I mean,
I'm just unbelievably honoured

to have it showcase like that.
Now this one, this is the one

that more closely relates to the
one that you worked on that you

lit because after the basic
model was approved, they wanted

a neutral model. And this one's
quite a bit bigger, I don't know

18 inches long or something they
wanted one without all of the

stuff on it and in a neutral
pose. And then they did a laser

scan of this that became the
template for the CG model. And

that was typical of what we did
with MCATs. There was one for

the design phase. Then we made
one that could be used

practically. That was scanned
like here's the same thing that

I did for the Watteau, you can
see the little water. That's the

design sculpture that I did not
do. I can't remember who did it.

But then I did this one in the
neutral pose. That was the one

that was scanned for CG. This
was not CG. This was actually

practical. Doug Chang design
this this was a stone head that

was used in a number of shots.
Lauren Peterson was the lead on

creating this gigantic miniature
environment of the Naboo swamp.

So all of that set is practical.
It was on one of the Windward

stages, and it was like a 40 by
60 foot set of miniature foliage

and you know my stone heads and
I got to work on that set. With

Lauren Lauren recruited me to
incorporate my stone head

sculpture into this tree. So I
kind of built three roots around

it, and I worked with him on
assembling the entire set. And

Lauren is you know, he's a
legend. He's one of the true

legends. I learned so much from
working with Lauren, and he just

so great to work with and just
building that set was a real

treat for me. That was my
Episode One stuff. AI was the

other film. I really loved
working on this little Geppetto

and Pinocchio appears in the
underwater scene when they got

the submersible going around the
underwater amusement park, and

they passed by Geppetto his
village and you see a shot of

Geppetto carving Pinocchio
through the window. And for me,

this was a very fast and loose
sculpture but there's something

I love about the feeling of it.
It's the sculptor sculpting The

sculptor sculpting the puppet so
it's very personal on a lot of

levels for me. I have a casting
of it that I was able to get and

take home on my put it on my
mantelpiece, it became pretty

clear by the time Episode Two
was done, the bulk of my work

see, I'm an organic sculptor, I
am not one of the hard surface

model makers I'm not, I don't
have the patience for standing

in truing, smooth surfaces and
stuff. I like to work fast and

quick and loose, and I really
like creatures and other

characters. As an organic
sculptor puppets were starting

to go away most of the character
work.

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Mark Siegel: was becoming CG.
Because it was just so much more

versatile, you can do so many
more things with it. MCATs were

becoming less and less needed
because people were getting used

to CG. So as an organic
sculptor, most of my work

started going toward big organic
sets, like I worked on carving

foam for the Padres canyons. And
for Episode Two, I worked on the

big Jedi arena, which was a
monstrous foam sculpture. There

are a lot of things I love about
it, because foam is so easy to

carve. And you can do so many
things with it. But mostly I

just hated it. Because it's
usually really big stuff. And

you have to wear the white suits
and you still get foam dust

inside everything and your skin
and your clothing and your

eyelids. And it's toxic. Yeah,
and I wore masks and it's still

it's everywhere. And I decided
when I left la I just don't want

to ever do foam sculpture again.
And now here I was at ILM doing

a lot of foam sculpture, you
know, rocks and rocks and trees

and things. And I realised that
if I continued wanted to

continue doing character work,
I'd have to make the move to CG.

So I went to Patti Blau, who was
I think she was the head of

animation department at that
time, she knew my work from the

model shop, really wonderful
woman and she liked me and I

went to her and said, You know,
I'm really interested in moving

into CG now. You know, my
skills, you know, I have the

interest in it. And she got
behind me and supported me, and

also told me that my timing was
extraordinary because they had

just landed the contract for Van
Helsing, which was a gigantic CG

monster movie, you know, and I
grew up with a monster movies.

That's where I lived in my
heart. I had also made good

connection with Andrew cars. I
don't know if you've ever known

Oh,

Ed Kramer: sure. Well, I was on
Van Helsing. So I TD shots on

Van Helsing.

Mark Siegel: I used your bats. I
can bring up the animation of

the pygmy bat. Yeah, yes, I can
pick me that was my very first

CG creature. Andrew was in my
corner because he used to come

over to the model shop and he
liked my sculpture work. And we

talk about sculptures. And I
show him some of my techniques.

You know how I build armatures
and things. And Andrew is an

extraordinary sculptor. But I
know he got some tips from me

when I would do a sculpture, I
could take into consideration

some of those little things that
could make the mould makers jobs

easier. So I showed Andrew all
of this stuff. So he was in my

corner. And Andrew became my
mentor and Patti got the company

to sponsor me to go through the
ILM CG training programme. So I

benefited vastly more than self
training because I went through

six weeks, Vicki McCann was my
main trainer. vixen. Yeah,

vixen. Exactly. I actually got
paid to train, you know, they

dropped my pay rate a certain
amount from what I was making in

the model shop. But that was
perfectly reasonable because I

was a trainee. But still, I was
being paid for six weeks, got

the best training, I got all the
foundation and learning units

and all the stuff you needed to
negotiate the menus. And I

learned the basic Maya software
in the Maya modelling. And so by

the time they moved me into
production, I had the good

foundation. And then my very
first project actually was not a

feature. It was a public service
announcement commercial for

keeping the oceans clean. So I
got to do some digital fish

models, which you know, pretty
simple stuff. But it helped get

me in production mode. And as
you probably know, where you

really learn things is when
you're actually in production.

Ed Kramer: Absolutely. So what
was it like learning the tools

that Maya provided? And was it
frustrating that you couldn't

just get your hands into it and
start manipulating like you had

always done

Mark Siegel: but thanks for that
question. That's really a

fundamental one for me.
Fortunately, I'm very logical,

and I'm very computer literate.
You know, I had been working

with my home computers, I don't
know if you remember the K Pro

computers, they were old MS DOS,
I had one of those I was doing

some writing when I lived in LA.
So I had, there was so called

portable computers, you know,
but I had one of those. And then

I got my first Mac laptop wasn't
even called a power book at the

time. So I'm very comfortable
with computers. I'm very

logical, in my mind, so I can
kind of think like a computer,

it all made sense to me. And I
found that learning software was

really very easy fact, I would
rarely even have to refer to the

manual, because once I started
getting into it, it all made

sense. Like I think, okay, if I
wanted to do this with this

programme, I bet there's a way
to do it, because the

programmers are smarter than me.
And okay, if there's a way to do

it, it's got to be under one of
these menus, you know, so I

learned software very easily.
The other part of it, though,

was a challenge was learning how
to sculpt with a mouse and

getting it to be as familiar to
me as sculpting with my hands.

But everybody in CG people like
Andrew, who had worked

practically, but also in CG,
everyone tells me don't worry,

it's going to happen one day,
it's just going to click in. I

said, Yeah, okay. And then I
remember what I was doing, when

it clicked in, I was working on
Van Helsing, they assigned me a

little task with the werewolf
transformation. And what I had

to do was take the digital model
of the human teeth which

existed, and using the same
geometry, transform that into

wolf teeth. So it became a
puzzle solving thing, which I

really love to do. So I use the
same geometry and I started

sculpting and pulling to use the
same wireframe to make wolf

teeth. And then there was
another problem that wolf hit

wolves have one more molar than
humans do. And then then I

figured out I've solved that by
taking one of the molars and

just nesting them together. So
in the human mouth, they would

look like one but then it would
stretch out and I used, I can't

remember which programme we were
using at the time there was this

was before Zeno. And it was one
of the features in the programme

where you could morph something
from one to another. So I did

that I took the human teeth, and
I transformed into a wolf. And I

realised at the end of the day
working on it, that I was just

so busy figuring it out and
working on the problem that I

was not thinking at all about
sculpting with the mouse, it was

just happening, and from then
on, it became kind of natural.

So there's my pygmy bat, I want
to give a shout out to Frank

Gravette, who was my immediate
supervisor on this. This is my

first production. This was a
challenging creature to do.

Frank was always there to get me
out of trouble to help show me

things if something had to be
done. And I want to say in

general, this is one of my
favourite things about ilm,

model shop digital department,
it's the best team I've ever

worked on anywhere. Because
everybody is more interested in

getting the project done to the
best possible way it can look,

then, you know, guarding
professional secrets or

whatever. Everybody with
knowledge is willing to share

their knowledge and their tools
and help out. It's the most

supportive environment I've

Ed Kramer: ever experienced. And
Frank is also a really

interesting story.

Mark Siegel: Oh, man, Frank is
such a talent. And I first got

to know him because he was there
like sweeping floors and the

models. That's what I was
talking about the greatest guy

and he became one of the top CG
modellers at ILM. He just did

amazingly difficult and
beautiful stuff. I never did any

animation myself. In fact, I
just turned it over to the

animation department. They
generated the animated

turntable. So there we go.
That's my first piece of CG

history

Ed Kramer: talking about turning
things over to animators. Was

that part of the model building
process to think about how the

rig would be applied in the
future? Or were you just

building geometry and letting
the next level of people figure

out what to do with about
rigging?

Mark Siegel: Well, that's
another great question at the

beginning. I mean, I didn't know
enough I was brand new when I

was doing Van Helsing. So I just
tried to make the model look as

good as possible. Later on. I
would start being conscious of

the rigours and I'll tell you a
story in a little bit when we

get to rango. Because rango was
a great lesson for me and

probably the biggest
collaboration I ever had with

the riggers. And if you want me
to go into that, now, I was

going to show you one more CG
thing show

Ed Kramer: me what but we'll
definitely cover rango because

we we have to cover Ringo

Mark Siegel: and rango is kind
of later on. It's after pirates

and after indie. My second
project was son of the mask, and

I was surprised, you know,
because I was a sculptor. They

knew me as a sculptor right away
in my second CG project, Jeff

Campbell was the supervisor of
it. They thought I would be good

at doing a human baby sculpture,
which was the main character. So

that was a huge challenge. But
the most fun on that movie for

me was doing some of the
cartoony stuff the baby would

change into that one. one point,
the baby turns in his head turns

into Woody Woodpecker. So I did
this sculpture. And then one of

the animators, I just did, we
did a turntable. But then one of

the animators did the little
animation of it. And again, you

know, I'm really at home with
cartoon characters. This

particular digital model was
unique, I was still relatively

new. And I thought, you know,
I'd be more comfortable working,

not directly on the screen, but
if I had a moquette. So I, like

went into the model shop and
sculpted my own moquette like I

probably knocked it out in about
a day, we had a small laser

cutter. So I sculpted my own
Woody Woodpecker moquette, and I

scanned it, and I spit out a
digital file and then that

became my template to build the
CG model. And you know, that's

probably the last time I ever
did any

Ed Kramer: sculpting to your
last physical model. Woody

Woodpecker,

Mark Siegel: I want to get back
a little bit to your question

about the difference between
physical and digital sculpting

on one level digital sculpting
was as satisfying to me as

physical sculpting. I got the
same brain visual artistic

satisfaction out of doing. The
biggest drawback for me was not

so much the sculpting
physically, I didn't really care

that much about that fact, I
never liked getting you know,

the oil clay sent in my hands
forever in the clay under my

fingernails and didn't like
working with the toxic

chemicals. So I didn't have to
deal with that in CG. But what I

did like was the kind of
community of it because the

difference for me between
sculpting physically and

sculpting in the computer is
that sculpting physically, I'm

using my eyes and my hands. But
other parts of my brain are

completely separate. I could you
know, be doing a sculpture and

somebody next to me can be
working on somebody else, and we

could carry on conversations,
and I could still focus on my

sculpture with CG, I found I was
engaging my visual and my verbal

skills at the same time because
I had to deal with making

selections and menus and verbal
oriented stuff. So I found that

I just was not able to focus, I
couldn't even listen to music or

anything else. While I was
sculpting in the computer. That

was the big difference for me,
didn't miss physical sculpting,

per se. I was really never a
sculptor as an artist, sculptor,

it was always my job, a job that
I loved. But it didn't matter to

me and I didn't really have any
motivation to do any sculpture

after I didn't have to anymore.
You know, I've really never

considered myself a designer, I
didn't design any of these

creatures or characters that I
worked on. I knew I was a really

good interpreter. You know, I
knew I could take flat art and

turn it into three dimension and
visualise it that way but left

on my own, you know, do creature
sculpture, I have no idea so you

know, really no visions, I play
music and I I write things

that's more where my creative
instigation really comes from

more than visual stuff.

Ed Kramer: We're working with
polygons, did you ever work with

NURBS as opposed to polygonal
based?

Mark Siegel: No, we had a little
bit of alias. And then there's

some Softimage stuff that we
worked on that had more NURBS

central that I was much more
comfortable with polygons. And

eventually, when we went to
Zeno, I pretty much abandoned

Maya almost completely. Because
even for hard surface models,

which I had to do occasionally,
our modelling and sculpting

tools in Zeno were really
robust. The sculpting tools in

Xena were far superior to the
Maya sculpting tools, often I

would model a basic geometry in
Maya, and then just copy and

paste it over to Zeno and do all
the finish work there. Zeno just

kept evolving ILM has the best
conditions for software use by

the artists. Because if I had a
problem with a tool, or if I

thought of a tool that would
work better for something, I

just call up our IT department,
Colette Mullen Hoff was became a

good buddy of mine, and, you
know, collects a genius, Academy

Award winner, you know, for ilm,
and I call up Colette and say,

you know, this tool, it's got
some problems and if it did

this, and she said, Oh, yeah,
and then the next day, I'd have

a new tool. So what kind of
tools did you use, mostly, the

stuff I would ask for, were like
slight variations of the tools,

like I wanted to be able to push
something in a particular way

are much more user friendly for
pulling and pushing shapes and

for smoothing and creasing, and
just pretty much everything you

need in sculpture. And then
things would be added along the

way. And then other tools when
we had to start creating facial

shapes. I use them all,

Ed Kramer: did ZBrush enter the
picture at some point I was

Mark Siegel: aware of ZBrush
earlier on Jeff Campbell was

using it as far back as mask,
and he was kind of raving about

it. Because it's so much more
like real sculpting. I didn't

start using it until Pirates of
the Caribbean pirates two was

the first of the pirates that I
was on and it actually became

necessary to use it for pirates,
too. You know, the monster

pirates were really complex and
they had so many things stuck on

seashells and barnacles and
things like that. They realised

early on that if we had
populated those the surfaces of

those characters As with like
geometry, barnacles, the thing

would be so heavy, it would just
take forever to animate and

render. And then they got the
idea to use ZBrush. And they

would create ZBrush tools for
like barnacles and shells and

various things like that, that
we could take our model into

Zbrush and populate it with
these barnacles and shells and

other things, and then export
that as a displacement map

instead of as real geometry. So
you got the same dimension and

the same look, and the painters
could use those to paint. And we

accomplished very complex
characters with a minimum of

geometry.

Ed Kramer: Could you explain
what of displacement map

actually means?

Mark Siegel: a displacement map
is not real geometry, it's sort

of a texture map. But the CG
creature dev people could assign

properties to these texture
maps, that was either you know,

colour, or reflection or
subsurface reflection or

whatever. And one of the options
was displacement. So that

mathematical trick they did that
called a displacement, allowed

this map, which was really a
flat map on the surface of the

geometry to be rendered in a
three dimensional way. So even

if it turned sideways, you could
see the dimension of it.

Ed Kramer: And then it went off
to get textured, and then you

would see it in final shots.

Mark Siegel: Yeah. And so the
way they set up the digital

model shot, I had the good
fortune of being in the same

room, we're very sitting very
close to whoever was going to do

the texture on it.

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Mark Siegel: So we could work
together on it. You know, if we

need a problem, we need to work
something out laying out UVs on

a park or things like
displacement maps or hair maps

even and in most cases, the
texture artist was somebody I

had a long history working in
the model shop and people like

Jean Balti, or early Barbie or
Susan Ross. I mean, I worked

with Susan a lot back in the
models. I don't think she

painted any of my models I can't
remember specifically, here is

the Hydras model turntable. This
is before text strings we had to

model their weapons to if they
carry it any so this is the

handle he would hold those
things in his hand and would

become a sharp spiky weapon that
he use. I tell you, I've had the

luckiest career like anything
else. It has its moments in the

days that you were not so happy
to be there. I can't think of a

better job. I know that hundreds
of 1000s of kids are envious

that I got to do this. And man I
was just lucky. Well, I had some

skills, but I was also

Ed Kramer: really lucky. We all
have that same appreciation of

what allowed us to be able to do
this work professionally.

Mark Siegel: Yeah. Oh, now I
think that I think it may have

been John Goodson who textured
this one. Yeah, John is one of

my other good buddies from
forever in the model shop days a

number of us have stayed close
after my retirement and some of

them are gone from Ilm. But we
have a little group from the

model shop. John and Kim Smith
and how we we eat and Melanie

weightless and Lee Barbara who
are in contact all the time and

get together whenever we can. So
that's the other thing. I

appreciate about the ILM people
is Melanie Jamie weightless his

wife no no she's sister of Chris
weightless and Mark weightless.

Chris was at ILM in the early
days. He was a sculptor model

maker and then he went off to
start his own shop. What was it

called Chris way was industry so
yes, and did a lot of shows like

Gremlins the fly in the fly too.
I wound up in between projects

at ILM I worked up at Christmas
shop. So the way it was family

is a big visual effects family.
younger sisters Melanie who

worked at ILM for a long time
both in the model shop and as a

CG texture artists their brother
Mark weightless never went over

to CG but he was in the model
shop and kind of worked up to a

supervisor position. He was also
a supervisor over at his

brother's shop too. I just want
to share one more model. This is

wheel back you can see him from
all the angles with the

different ships parts on his
face up there. That monocle is a

ship's compass.

Ed Kramer: I don't know how many
times I've seen this movie and

I've never noticed this wheel
built into his back. So now I

got to watch the damn movie
again.

Mark Siegel: Yep, next time once
I don't have any pictures of one

that I don't think was used
until pirates three a character

they called Man Ray and his head
kind of looked like a manta ray

shape. With the manta ray tail
that was like a ponytail. I

really liked him. I don't have
any pictures of him. I didn't

get anything from him. It's
three. But you know, they reused

some of the same characters and
created a few others. The main

one I did, I think made that
probably right after pirates is

Indiana Jones and the Kingdom of
the Crystal Skull.

Ed Kramer: I gotta say, you did
the amps. And when I saw the

Kingdom of the Crystal Skull in
the movie theatre, and I saw

those aunt sequences, I had been
responsible for the scarabs in

the mummy. And oh, I went, you
know, it looks like they were

trying to one up me.

Mark Siegel: Well, as you know,
I only had to model one. Well,

in fact, I modelled eight of
them, I modelled one basic

geometry. And then I did like, I
think seven variations, just

varying the body proportions, so
that they could have a little

variety. And I've got turntable
of the app. It's one of my

favourite characters. Do you
remember those little? What did

they call them the little light
bulb with the gear awards, they

were just little show Awards for
Best whatever. I got a best

creature award for that. And

Ed Kramer: awesome. You also
showed something that's really

interesting, because most people
don't know what level of detail

means you show an ant with three
levels of detail. So show that

and tell us why you would sculpt
those three?

Mark Siegel: Great question, I
will do that. The other creature

I did for that was the prairie
dog. And then I got into doing

digital doubles, which is
another entirely different

realm.

Ed Kramer: I just want to say
for anybody who's a budding CGI

artist, the importance of
working to reference is about

the most important thing you can
show in a portfolio that if

somebody gives you artwork, you
can make it look like that

artwork, everything for Mark was
done from reference, and he's

about the best that there is on
the planet.

Mark Siegel: Thank you for that.
And that was true back in my you

know, physical sculpting days,
too. Because we'd always have

reference pictures we get, like
on Star Wars, you know, for the

EOP I get drawings from the
ranch. And I sculpt as best as I

could to match the drawings. As
I said, I'm not a creator, I'm

an interpreter. And you know,
Doug Chang would come down to

our sculpting shop was me and
Richard Miller, just the two of

us sculpting all these MCATs
Phantom Menace, Doug would

always if there was any
questions, you'd always come

back to the artwork. At least
that was the Bible. For me.

Ed Kramer: For anybody who
doesn't know this. That's

because the producer has shown
that artwork to the director and

the director has approved it.
And the director's approval is

law in a movie.

Mark Siegel: Exactly right. So
that film is a director's

medium. So here's the three res
ants, you were talking about the

top one, obviously, that's the
full res. And you can see this

great zoom out here, there's a
fair amount of geometry here.

And I don't know how many 1000s
of ants they had to render for

that scene, but they were
rendering 1000s and 1000s of

ants, when you are close to an
ant, you want it to see all that

detail. But the farther away it
gets from camera, the less you

need it. So suddenly, this one
is starting to look okay. And

now by now this one's starting
to look okay, so if you've got

something really far away from
camera, you don't need all that

geometry just makes it much
faster to render. And that's the

reason we do those various
resolutions. And we do those in

a lot of characters, not just
creatures like this. But our

digital doubles, we made low res
versions that were sometimes

used as tools for the animators
to animate quickly. And that

also, you know, for shots that
were done in the distance starts

with the unpainted aunt coming
at us from a distance, then

it'll kind of fade into the
painted app, and then all the

hairs that I put on it that are
rendered now for really close.

And that's what it looked like
in the scene. At some point, you

don't need to render all the
hairs, you don't even need to

render all the complex geometry
by the time they're weighing the

distance doesn't matter. So it
just makes animating and

rendering a lot more efficient.

Ed Kramer: And what this is, a
great example of is the kinds of

tests that you do before making
these final shots. Every shot

involves a lot of r&d and
experimentation and pre

visualisation of the shots. So
there's great examples of all of

that.

Mark Siegel: I really came to
appreciate how many different

disciplines have to go through
all of these different steps,

and back and forth and you know,
making things better. Well, I

want to go through the prairie
dog so I have a cool little

turntable movie that will show a
bunch of the process of

modelling. So I modelled is
prairie dog, it's for the

opening scene of the movie. And
this is the grayscale model.

This is generally what I look at
to look and what everybody looks

at to see what it looks like
that shows the wireframe on the

surface, get an idea. This is
just the wireframe. Now here's

the rig that the riggers would
build to go inside my model and

then the animation handles they
put on it to control all the

points and then the rig inside
the wireframe and then with the

hairs modelling the hairs you
know we're working just with

curves just with splines, so you
don't have to put millions of

hairs on a creature. I just have
to have enough hairs on it that

Determine the general length in
that particular area of the

body, and then where the hair
changes direction so that when

they finally render all the
hairs, it looks good. And then

the texture artist creates the
colours of the hairs that can

even vary from the root to the
tip. Each one of those curves

can be one hair, or 20 hairs or
100. hairs, they can have

different thickness from the tip
to the root. So from these basic

splines that I put on, the seat
should have person and the

texture artist. And eventually
the simulation people do a tonne

of stuff to get the hair

Ed Kramer: to look right. And
these are usually called guide

hairs, if anybody does this
stuff in Maya, exactly, thank

Mark Siegel: you, the animators
actually animated him into

position because you remember, I
just had them down on all fours.

And then all of the other
artists rendered all the hairs

in the colours to make them look
like that. As you said before,

there's the reference picture of
the fairy dog that I was working

from. And then texture artists
also works from those same

reference pictures. And now we
can get into digital doubles.

Ed Kramer: Yeah, let's talk
about digital doubles. What is a

digital double? How do you go
about making them using them?

Why do you have them all that
stuff?

Mark Siegel: Great. Well, the
digital double is literally a

double of the actor, but it's a
digital model. The reason we

make them is because there are
some times and more and more

frequently these days where the
character has to go through some

kind of outrageous action or
stunt that even the most skilled

stuntman could not even possibly
do. Even if they were insane

enough to try it. Oh, you know,
the digital doubles are getting

good enough, especially now even
more than they were when I did

them on indie and realistic
enough that especially in like a

medium to far shot. But some
even sometimes in a fair close

so that they can be pretty much
indistinguishable from a real

actor. So if you can get away
with doing a digital double, you

don't have to put an actor into
jeopardy at all. And you can do

anything you want with a
character. Sometimes

unfortunately, a director puts
digital doubles through things

that are physically impossible
in any universe. And that always

takes me out of the film that
comes down to the judgement of

the director. I mean, nowadays,
I'm not even sure I can tell

which is a digital double,
except I can just kind of guess

that no actor would do that. As
we were doing indie, ILM was

developing this great new
technology for digital doubles.

Typically, in the old days, we
would have the faces and their

bodies laser scanned in great
detail. And that would become

the template for the model. But
then they had ILM developed this

new technique, doing photographs
from multiple angles way more

complex. And I even understand
through stuff that I could work

with it, that we could take our
geometry for a human and bring

in that 3d image, use it as a
background, and literally get

close up and pull the wireframe
of the human to every point that

matched up on that 3d digital
image of the actor. So we could

get them extremely accurate in
high detail. It also generated

texture maps, because they were
photographing the actual actor,

the texture artists could start
with those texture images. And

because my wireframe sculpture
was pulled directly to those

images, they could pretty much
project the texture onto my

model, and it would fit. Of
course, there's tweaking after

the fact that as is always the
case, but it got you a lot of

the way there in a much more
accurate way than just kind of

painting by looking at
reference. Here's my first

example of Karen Allen from
Indiana Jones and the Kingdom of

the Crystal Skull. That's the
real Karen slanting over there

on the left and my digital
double have Cara. The other

thing is with a digital double,
we don't just model the human,

we model every bit of their
costume as well. I kind of

really got to enjoy costume
digital costume making, I really

enjoyed making boots and shoes,
there was something fun about

the geometry of boots and shoes,
you know, I've got one coming up

to have some great boots, you'll
see,

Ed Kramer: unfortunately,
because of cloth simulation, you

no longer get to sculpt ripples
and folds of the cloth because

that's going to happen in the
simulation department right? For

the

Mark Siegel: most part it does
there have been occasions where

they wanted me to sculpt the
version of the model that had

some basic large scale wrinkles
and draping in it. Because then

in certain shots, they could use
that digital double without

running extreme simulations. Let
me do the close up now here I

think you can see not only the
modelling but the texture and

how useful it would be to have
that technology that gave us

that accurate texture map and
all the accurate shapes and that

really looks a lot like Karen
Allen. I also by the way had to

model the hair again by using
guide hairs guide splines are

the people who did the
simulations could do all kinds

of cool things with the hair as
it reacted to movement or wind

or whatever, Ray Winstone, he's
the one with the cool boots. And

I don't know why I've never had
any kind of shoe fetish or

anything but just turns out that
boots and shoes are just really

fun geometry to build. And you
see his boots are really

complicated. He's got those
eyelets and grommets and various

things in the laces all the way
up the bottom.

Ed Kramer: There's some wrinkles
built into your model.

Mark Siegel: Yes. And it made
sense in this case, because

those trousers, were always
tucked into those boots, instead

of somebody having to simulate
the fabric to fit there, that

became the basic model. And then
they would do simulation beyond

that, you know, the way they
would bounce or move change a

little bit. And then I also did
Shai Elizabeth, I have a good

story to tell about how this
digital double was used. That

could be informative to our
listeners here. Of course, you

know, the texture artist didn't
have all the dirt that he had on

when he was photographed. But
you know that that would be

added specifically for shots
that needed the dirt if he did.

Again, we've got wrinkles in the
genes, because those are things

that are always going to have a
certain amount of almost built

in wrinkle. One of the things we
use him for were, you know, big

stunt shots like that when he's
swinging on the vines with the

monkeys. You know, that's all
digital double stuff that's no

human could possibly do this
close up of his face. I learned

after the fact that they used
him for a really cool shot. Near

the beginning of the film. He
gets on his motorcycle, and he's

racing away from the library.
They had a stunt double for a

Shi'a on the set that matched
his body type and his general

look pretty well and could ride
a motorcycle really well. So

they used him in the shot. But
he wasn't a dead ringer. He

really didn't look a lot like
Shaila book they used the stunt

double shot completely his
entire body and I wind up doing

digital doubles on quite a few
films. After that. It's some of

the Avengers movies, I did a
couple of Star Trek Into

Darkness just wind up doing a
lot of digital doubles. Not that

I'm an exceptional portrait
sculptor. But because I got

really good at using the ILM
software system, and making

really accurate digital doubles
from

Ed Kramer: those. You were on
Van Helsing, I was assigned to

do the digital double of Hugh
Jackman for Van Helsing, I

wasn't doing what you were doing
sculpting. And I wasn't painting

the textures. I was running the
turntables and lighting them

very cool. There are a lot of
things about digital doubles

that are very subtle things,
reflections in the eyes of the

lids themselves, you know, there
are things that you have to put

in there subsurface scattering
in the ears and in the nostril.

Well, there's a lot of stuff
that people just don't know that

we do to make these things look
as good as possible.

Mark Siegel: Yeah. And ILM
artists, you know, like you and

the rest of the team tried to
figure out because it's not all

intuitive. You know, you have to
watch and say, Well, what's

going on there and things like
you know, the subsurface

scattering, you mentioned, your
skin looks translucent, you just

can't paint that you have to
have light coming from below the

surface of the skin, all of that
stuff that that they started

doing and then continues even
now to get better and better.

You know, it occurred to me when
you talked about digital doubles

for Van Helsing, I think that
might have been my first digital

devil was not Hugh Jackman, but
the guy who turns into one of

the werewolves and I'm worked on
some of the digital doubles of

the vampire women. But I got
experience in quite a few things

on Van Helsing that helped me
immensely later on.

Ed Kramer: Okay, so let's move
on to the moment we've all been

waiting for rango Okay,

Mark Siegel: first thing I'm
going to do this is excerpted

I've kind of trimmed it a bit,
but this is from the trailer of

rango that will show my main
character I did several of the

characters, you know the
townspeople and things, but my

main character was his first and
biggest nemesis, the hawk, I

modelled this cactus, and I
modelled some special needles

that could come off into his
body. I modelled the cactus to

match that pose that they wanted
to put rango in. And you can see

how beautifully realistic it
came out. This was one that Jean

both he did the texture or Han
and then I'll talk about working

with the riggers on this one
because that became really

significant C's incredibly
realistic or she is that shot

where got the cat on his head
and turns around and the I will

say he's going to die that what
that cracks me up every time in

the trailer. So the hawk, I went
through some discussion at the

beginning with John Knoll who
was supervisor and then Jeff

Campbell, who is our immediate
creature model supervisor and

with the riggers James Tooley
was in charge of rigging this,

about which position to sculpt
the hawk in whether wings

outstretched or folded in or
what and it became pretty clear

that having wings outstretched
especially for the rigours would

be the most trying to unfold
folding wings into something

straight would be really
difficult. So I modelled him

flat out, you know, just flying
legs extended tail extended and

wings spread out. A lot of the
feathers are guide hairs that

were rendered as feathers. But
the major feathers like the wing

feathers, the tail feathers, and
some of the bigger body

feathers, were actual geometry,
those things all had to be

attached to the rig. So I did my
first pass on the model I handed

over to James Tooley. And had,
he had his team put together a

rig for it, put it through its
paces of different positions.

And inevitably things would
break and we discuss it. And

then he passed the model back to
me and I tried to make

adjustments, move feathers and
things we went back and forth

several times, what we've
discovered was quite

fascinating. We found out that
the closer I could get to the

actual geometry of a real Hawk
down to where each feather was

routed on the skin, the better
the rig would work. We actually

had a taxidermied Hawk hanging
in our digital model shop was

over by Jean both these desk
since she was painting. So I

would go over there and I would
take measurements and I would

look on the model like where
this particular wing fetter was

sticking on and to which muscle
by the time we finished the

model, it's probably extremely
close to a real hawk and how

that's geometry is set up. And
that's what worked best with the

rig. So that was a real my
biggest collaboration ever with

the rigging team. And you know,
and James Tooley. He's another

one of the ILM geniuses was
great to

Ed Kramer: work with and James
also rigged the rock monster for

Galaxy Quest.

Mark Siegel: There you go. Yep.

Ed Kramer: Was there more that
you wanted to say about rango?

Again, it

Mark Siegel: was crash McCreary,
who is the character designer,

his characters are weird, and
funny, and quirky. All at the

same time of the CG character
creature models I did. crashes

were always the best, most fun
to work.

Ed Kramer: You know, people
don't understand how CGI works,

what my project, the interviews
that I'm doing is to explain the

process. Everything that you're
saying today is really going to

go a long way to get people to
understand how CGI works from

the inside from someone who's
been doing it for for quite a

while.

Mark Siegel: But I did want to
add something to your last

comment, which I really
appreciate about how people

don't know how much goes on in
CG. And I've had people say to

me, well, CG is easier because
the computer does everything.

And no, first of all, look at
the number of people in the

credits of a CG movie. And
there's hundreds and hundreds

compared to like 30 We used to
have on a practical show. And I

also say it's really the artists
are using the computer as a

tool. And I'd love to make this
analogy. You can be really good

at using Microsoft Word doesn't
make you a writer.

Ed Kramer: There you go. What a
great analogy. Okay, I'm

Mark Siegel: going to tell you a
story about the stamp. This was

for the 20th anniversary of EA T
Spielberg came out with a

special 20th Anniversary Edition
and he wanted to fix some of the

shots that he was not happy with
in the original film. Some of

them were the puppet shots, few
of the shots look pretty quanti

he came to ILM to do it as not a
puppet. Because that would have

been really it take too long to
build a whole puppet just for a

few shots. You know, it was
complicated puppet made much

more sense to do it as a CG
puppet that Bill George was the

supervisor on that. And he came
to me to do a sculpture of ET

that they could use as the basic
template for the CG model. And

there was a moquette that was
done by Legacy Effects Stan

Winston's shop down in LA. That
was a cool sculpture of ET. But

it was completely wrong for the
purposes was not the T that you

saw in the movie. It was their
stylized version of ET it had to

look like the rest of the puppet
shots because most of the

original puppet shots, we're
still in the movie. So I went

back to behind the scenes stills
and screen grabs from the movie

and I tried to sculpt in et that
was as close to the original as

I could get it. The other great
part of the story is that our

little production team, the four
of us had to go down to have a

meeting with Spielberg about all
of the things that we were going

to do for the film, the model
shop made me lift transport box,

I had to bring down this
sculpture still in clay and a

selection of my sculpting tools,
because we had to have Spielberg

approve that sculpture before I
left the office. Fortunately,

Spielberg and Kathleen Kennedy
liked it just as it was. So that

became the template that was
laser scanned, and became the

template for the CG model. I
also did a full size head based

on the small head that was also
scanned and used as guidance for

the CG model. So fast forward a
couple of years, the US Post

Office decided to come up with a
pane of stamps of 10 stamps

dedicated to the behind the
scenes crafts of American

filmmaking. So they had
directing screenwriting costume

designing all of these 10 crafts
and they were looking for some

iconic image for the special
effects stamp. So they went

around to a bunch of the
different studios and ILM

submitted a number of shots you
know they thought would be

iconic for are special effects
shots in the post office

selected my sculpture VT, so
here's a composite I did that is

the the individual stamp comped
on to the original photo of me

sculpting et you know, you don't
see me in a typically living

people are not portrayed on us
postage stamps, but they do have

my hand on it. The other great
part about this, first of all,

it was the most unexpected
honour of my career to be on a

postage stamp. But they also
invited me to the academy

Theatre in Beverly Hills where
they held the first day of issue

ceremony of the stamp up on
stage. Leonard Moulton was the

emcee. He was at a podium. We
had poster sized images like

that up on the stage covered
with black velvet, and then one

giant poster size of the 10
stamps. And as molten would talk

a little bit about the behind
the scenes craft that was

depicted who those of us up on
stage would lift the cover and

reveal the stamp so I was up
there with Sarah Karloff Boris

Karloff daughter, because her
father was on the makeup stamp.

He didn't do the makeup that was
Jack Pierce, but he was on it.

The Frankenstein monster is an
iconic makeup is up there with

Karl Malden and Ernest Borgnine
who didn't have anything

specific to do with the stamps,
but apparently there have it

stamp collectors and you know,
members of the academy and with

Jenna rowland's who is the widow
of John Cassavetes, he was on

the director stamp. So Jenna
rowland's was there. And she

joked, you know, thinking about
living people not being on

stamps, she said, Well, now they
have to cut off three of your

fingers. But then I did learn
from the Postmaster General at

the time, John Potter, really
nice guy. He said that it's not

a hard and fast rule. There have
been times where somebody like

the President could honour like
a national hero or somebody very

special by having them on a
stamp while they were still

living. It's just very rare, but
it's not a hard and fast rule.

So at the end of the ceremony, I
was looking at these posters and

I asked John Potter, the
Postmaster General says, Is

there a chance that I can get a
poster like that of my stamp?

I'd like to have it. And he
said, Oh, yeah, yeah, we'll set

you up with one. Then he said,
Now go ahead and take that one.

So this is the one that was on
stage. For the first day of

issue ceremony, I packed it up
and shipped it back on the

flight with me back to San
Francisco.

Ed Kramer: What a great story.
One of the highlights of my

career. There's great material
here that's gonna really help

people understand the process of
modelling and what it's like to

be a professional modeller for
feature films. And I can't thank

you enough. Is there anything I
didn't ask?

Mark Siegel: Not really. I mean,
your questions were great. I

mean, the only thing I'd say
about the advances is that it

just keeps getting better and
better. And I'm blown away by

some of the current work the
stuff that ILM did on the

Irishman like it was amazing.
That was always the Holy Grail

is we want our digital work to
not look like digital work. If

you can't tell we're doing it.
That's then we've done our job.

I love talking with you. You
have great questions, and you

know your own personal insight
from being inside.

Unknown: Thanks for listening to
CGI Fridays with Industrial

Light and Magic alum Ed Kramer,
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