Instead of the disguise, it’s a different kind of illusion.
Absolutely, so we had different versions of Roz for example: we have a foreground painted Roz and a midground, and a wide-shot distant version of Roz which is very simple in the way she’s painted, with big broad brushstrokes, and when she gets closer we use smaller brushstrokes and more detail. Same with the mountains, the trees and the skies—all matte painted, no geometry.
I was looking at a particular shot in the film, it’s one in the trailer, where Roz is standing on a log above a waterfall, and if you really look at the trees and the bushes, they’re not all there. There’s a lack of detail and that’s good, because you don’t wanna be distracted. But the overall effect, I think, is more real than if we had been chasing photorealism.
What did you find satisfying working with this new toolbox?
Emotionally, it changed everything about this film. It’s a story about a piece of high technology lost in the wilderness, so one of the reasons that I set course for a more painterly style in the background was to get the maximum contrast between those things. [The artists] achieved that goal more successfully than I ever could have dreamed that they would.
As technology has progressed, there’s been an impetus to see just how much detail with which things can be rendered—but now we’re going in the opposite direction, to see what details can be removed to make things more expressive.
Nobody wanted photorealism, but the ever-increasing detail was what we all had to do to try to achieve more believability. Early on, everything looked very computer-y, if you will. I’ll use the fur on an animal as an example: getting ever-more detailed fur that reacted to the wind and the movement of the character, it wasn’t because we were trying to get closer to reality, it was just trying to relieve it of looking like a computer was involved.