Alien Covenant: The xenomorph - a stripped-down killing machine: Men in alien suits

leading from 
 - a stripped-down killing machine


Bunraku type suit




a) Steering towards men in suits

By January 2016, Ridley Scott had steered away from using a biomechanical alien and by then he wanted to use film creatures played by actors wearing costumes. 

This would mean that the camera men could set up with the stand-in man in a suit, and Ridley could frame on it, he could do his first pass directing the action and block it out. 

They could then discuss whether this creature needed to move, fast, so that meant the actors and film makers would have to just imagine that action happening, or they would bring in the stunt man because he could do the moves, whereas the man in te suit could not

For the suits, they would require four actors very thin, two very tall large ones to play two Xenomorphs and two to play Neomorphs. In the end both the Xenomorphs are played by one man.

Conor, following the reduction in biomechanic elements, felt that what he was doing was what Ridley always wanted as if he didn't want any mechanical aspects to any of the alien creatures in the film that they made, to make them completely organic. 

He thought that if one looks at the biomechanical elements in Giger's work, it looked beautiful, but in reality it would have been made by some other creature, 

In this Alien story, the alien is almost naturally occurring through the basic fundamental physics of the body and their DNA.

They had made two versions of the body. 

One was a puppeteered Bunraku type suit and the other was an actual suit.

To make them,  Conor O'Sullivan and Colin Shulver refined xenomorph designs using Adobe Photoshop and Pixologic ZBrush. 

Bradicy Simons sculpted the head from clay. while Adam Johansen shared sculpting duties for the alien’s body and limbs with Dominic Hailstone. 

An aluminum frame supported a fiberglass head, which featured a mechanical jaw and fextble silicone tips. 

The team cast the limbs in foam latex and built up the external ribcage from 30-printed bones and urethane casts, with flexible neoprene sections created by head fabricator Maria Fowler



Odd Studios: "Alien: Covenant. The Xenomorph.
One of the many fittings with Andrew Crawford for the 

full scale (9ft) xeno suit.  Adam Johansen, Marea Fowler 
& Greg McKee. Creature effects by Odd Creatures. "
(https://www.facebook.com/oddstudiopl/ December 27, 2017)

b) Bunraku type suit:  

The Bunraku type suit worn by Andrew Crawford who was a dancer about 6'4" built so that parts of his body were exposed. 

His face and eyes were looking out of the ribcage with steel bracing holding the weight of the head and so the head comes in and gotes straight into the backbone so that he can support the weight of the head from the waist. 

On top of that was a huge neck/head extensions which would be all animatronic. 

He operated the arms, which are painfully thin, externally using rods, and he was also on carbon fibre blades, so, standing he was about nine foot, but the blades made it difficult to use the puppet on uneven ground , so it was impractical in a lot of locations.

 

Assembling the Bunraku puppet

 

Assembling the Bunraku puppet


Assembling the Bunraku puppet



He had basic animatronic movements, overseen by head mech Greg McKee, including the mouth and head. 

Head fabricator Marea Fowler did a fantastic job overseeing the fabrication with the help of Aline Joyce, Shannon Riggs and Elisa Heimann on this and the other xeno and neo suits.

When Adam Johansen saw the first test, he thought that it didn't look like a man in a suit, because the proportions and the way it was moving were all wrong, looking like nothing he had ever seen before.

 

Ridley and his checking the alien Bunraku puppet as it stands before the green screen, from Adam Savage's Tested - The Creature and Special Effects of Alien: Covenant! - Youtub


Ridley and his checking the alien Bunraku puppet as it stands before the green screen, from Adam Savage's Tested - The Creature and Special Effects of Alien: Covenant! - Youtube


Ridley and his checking the alien Bunraku puppet as it stands before the green screen, from Adam Savage's Tested - The Creature and Special Effects of Alien: Covenant! - Youtub

Ridley and his checking the alien Bunraku puppet as it stands before the green screen, from Adam Savage's Tested - The Creature and Special Effects of Alien: Covenant! - Youtub



c) Man in actual suit

As an alternative, the creature team create a more conventional foam-latex suit worn by Goran D. Kleut

Ridley actually preferred the actual suit due to its practicality although it was small and looked more like a man in a suit, but worn by Goran D. Kleut. 

 

'Xenomorph' suit. Source; Colin Shulver's artstation page https://www.artstation.com/artwork/XBxn9y


'Xenomorph' suit. Source; Colin Shulver's artstation page https://www.artstation.com/artwork/XBxn9y

 

The alien suit worn by Goran D Kleut
 

 

Odd Studios: Happy Alien day everyone!! To celebrate,  
we’ll be posting some never beforeseen pics from Alien: 
Covenant πŸ‘½πŸ’€ This pic taken during a fitting of our suit 
version of the Xenomorph, played by Goran D. Kleut. 
(source https://www.facebook.com/oddstudiopl/, 26th April 209)

 

Odd Studios: Happy Alien day everyone!! To celebrate, we’ll be posting some never before seen pics from Alien: Covenant πŸ‘½πŸ’€ Here’s an on set pic of our Covenant Xenomorph suit. (https://www.facebook.com/oddstudiopl/ 23rd April 2019


Odd Studios: Happy Alien day everyone!! To celebrate, we’ll be posting some never before seen pics from Alien: Covenant πŸ‘½πŸ’€ Here’s another on set pic of our Covenant Xenomorph suit, played by Goran D. Kleut. https://www.facebook.com/oddstudiopl/ 23rd April 2019
 


Goran D Kleut in an alien suit

 

"Alien: Covenant. One of the Xenomorph suit versions, this one played by Goran D Kleut. Adam Johansen making sure the Alien doesn't die too soon.
Creature effects by Odd Creatures. Odd Studio and Creatures Inc.
#aliencovenant #aliens #xenomorph #scifihorror #oddcreatures #oddstudio #oddbod #creaturesinc #creaturefx #creaturesuit #practicaleffects" (source: https://www.facebook.com/oddstudiopl/photos/a.221830154631033/907676322713076)

 

d) Replaced by cgi
While the creature was shot with physical special effects, they would be replaced, and Conor was content to go with this since he knew this would happen from the start and it would be better for the people in the CGI department if they had something physically real to copy. 

Conor saw it as an opportunity for everyone to table about it. The CGI people and the creature department were all coming together to comment saying such things as "that doesn't work, that, works, this doesn't work, let's change this"
 
It wasn't just from a physical point of view but a visual point of view as well. 

But the time they left the film production, the CGI people are there with their supervisor Charlie Henley who is the head of the visual effects department
 
Conor and Ridley would hand all the 3D files to to them and they will essentially work it over the real effects caught on the camera. 
 
What turned up on the screen in Conor's view what essentially what the creature department had designed
 

  1. Conor O'Sullivan:  Ridley preferred the actual suit due to its practicality though it was smaller and looked more like a man in a suit. The puppeteered suit was large, over 8ft tall with the actor using carbon fibre raisers to achieve the height. The raisers made it difficult to use on uneven ground so it was impractical in a lot of locations.  We also made an animatronic version for closeup work. (Alien Covenant artbook)
    Conor O'Sullivan: This is what Ridley always wanted, I think, If you think about it, the biomechanical stuff from Giger looks beautiful in Giger's paintings, but their relation to reality would have had to have been made by some creatures. The storyline of [Alien: Covenant] is that these [creatures] are naturally occurring — well, almost naturally occurring — through the basic fundamental physics of the body and their DNA. (http://www.hollywoodreporter.com/heat-vision/alien-covenant-alien-types-xenomorph-continues-horrify-audiences-1004459 May 18th 2017) 
  2. Adam Johansen: During the shoot, the scariest white-knuckle kind of shots involved Andrew Crawford running in the full scale suit. There’s a really long platform that the Xenomorph is seen running down amongst all the dead engineers. Andrew, who is a dancer actually, is about 6” 4’, slim build with a fantastic sense of movement. He’d never done anything like this before, and here he is in this suit with very limited vision, weight restrictions on his head, on these carbon fiber blades, running down an angle. So I’d be there right before the shot holding him. And he’s got one of our hero heads on the top of his own head. So he runs down this platform onto gravel, like big rocky gravel, and it was scary! The whole crew were holding their breath during the takes. I was very concerned about Andrew and concerned about the suit. But he did it, he pulled it off.
    (https://vfxblog.com/2017/06/09/practical-creature-effects-alien-covenant/)
  3. Adam Johansen: One of the suits we produced, which was worn by Andrew Crawford, was a Bunraku style puppet/suit combo. It was built so that parts of Andrew’s body were exposed. His face and his eyes are looking out of the ribcage and on top of that was a huge neck/head extension, which is all animatronic. He operated the arms, which are painfully thin, externally, and he was also on stilts. So, standing he was about nine foot. He had basic animatronic movements, overseen by head mech Greg McKee, including the mouth and head. Head fabricator Marea Fowler did a fantastic job overseeing the fabrication with the help of Aline Joyce, Shannon Riggs and Elisa Heimann on this and the other xeno and neo suits.  (https://vfxblog.com/2017/06/09/practical-creature-effects-alien-covenant/)
  4. Conor: So, but, the reason I think he made a, you know, makes us do it, which he doesn't vocalise to the producers or anybody on purpose I'm sure because they don't want to spend the money, is that it creates and opportunity for everybody to talk about it on, all the people, all the right people, the CG guys, us, we're all standing going "that doesn't work, that, works, this doesn't work, let's change this," you know, not from just a physical point of view, from a visual kind of point of view,.So, by the time we leave the film production, the CG guys are there, the cg supervisors, Charley Henley is there, he's seen it all, he's got so much reference he doesn't know what to do with it, and he knows ex..., he knows now, 'cause the process we've been through altogether has led to a sort of design...  (Reel Feedback podcast https://shows.acast.com/reel-feedback/episodes/605f3602db73271e7558bbd9
  5. Conor O'Sullivan(?):  Bref, vers le fin janvier 2016, nous avons compris que Ridley n'avait pas envie de formes biomechaniques, et c'est au mΓͺme moment qu'il a clairement indiquΓ© qu'il a clairement indiquΓ© qu'il souhaitait filmer des crΓ©atures jouΓ©es par des acteurs portant des costumes.Nous allions devoir rΓ©aliser quatre crΓ©atures diffΓ©rentes - deux aliens et deux neomorphs - et comme nous nous Γ©tions dΓ©jΓ  installΓ©s en Australie, cela signifiait qu'il allait falloir trouver illico presto quatre acteurs trΓ¨s minces pour les jouer. Dont deux trΓ¨s grands pour jouer les xenomorphs. En fin de compte nous avon pu utiliser le mΓͺme acteur pour jouer les deux aliens.
    In short, towards the end of January 2016, we realized that Ridley did not want biomechanical forms, and it was at the same time that he clearly indicated that he wanted to film creatures played by Actors wearing costumes. We would have to realize four different creatures - two aliens and two neomorphs - and as we had already settled in Australia, it meant that we would have to find "hey presto" (?) four players very thin to play them. Including two very large ones to play xenomorphs. In the end we could use the same actor to play the two aliens. (L'Ecran fantastique) 
  6.  The xenomorph design is too spindley to work with as a conventional suit. The creature team therefore conceived a hybrid approach inspired by Japanese bunraku puppets. Elevated on carbon fibre blades, creature performer Andrew Crawford wore a partial Xenomorph costume and used rods to manipulate the alien's arms. (Cinefex #153)
  7. Adam Johansen: Andrew's head was in the rib cage. The xenomorph legs set on the outside of his legs, and the xenomorph's feet were down at the bottom of the stilts. I remember the first test - it didn't look like a guy in a suit, because the proportions and the way it was moving we're all wrong. It looked like nothing I'd ever seen before. (Cinefex #153)
  8. Conor O'Sullivan and Colin Shulver refined xenomorph designs using Adobe Photoshop and Pixologic ZBrush. Bradicy Simons sculpted the head from clay. while Adam Johansen shared sculpting duties for the alien’s body and limbs with Dominic Hailstone. An aluminum frame supported a fiberglass head, which featured a mechanical jaw and fextble silicone tips. The
    team cast the limbs in foam latex and built up the external ribcage from 30-printed bones and urethane Casts. with flexible neoprene sections created by headfabricator Maria Fowler.
    (Cinefex #153)
  9. Effective though the bunraku puppet was for wide shots, it proved too big to operate in some of the more confined sets. As an alternative, the creature team created a more conventional foam-latea suit wom by Goran D. Kleut.(Cinefex #153)
  10. Conor O'Sullivan: I really started experimenting with 3D printing on this film. We scanned Bradley’s sculpt, broke lt down In Zbrush and produced object files for printing. We ended up molding the prints because of the weight issue, but we used whatever we could. The teeth were all 3D-printed. and then we had those chromed.(Cinefex #153)
  11. All versions of the xenomorph featured translucent head carapaces manufactured from surfboard Laminating resin by mold department head Gordon Holbrook. The rigors of shooting caused endless breakages. (Cinefex #153)
  12. Conor O'Sullivan: We would get through one carapace every day or two. We Just accepted that they got busted and replaced them rather than trying to makean indestructible one. (Cinefex #153)
  13. In paraliel with the creature department, MPC asset supervisor Dan Zelcs oversaw the development of a digital xenomorph. Artists integrated scans of the practial aliens with ever-evotving ZBrush models, with CG supervisors Manuel Mantero and Julien Bolbach ensuring the rendered creature stood up to close scrutiny. (Cinefex #153)
  14. Ferran Domenech: It was an artistic evolutionary process, It started with the model on set, and then we took it further. It took half the show before we had the asset. (Cinefex #153)
  15. Most shots of the xenomorph in action featured the CG alien. MPC animation supervisors Alexandre Ronco and Phillip Mosris gifted the xenomorph with superhuman suppleness, combined with a tendency to attack with unnatural, explosive force. (Cinefex #153)
  16. Charles Henley: Our first step was to allow the camera guys to set-up with the stand-in man in a suit, Ridley could frame on it, he could do his first pass directing the action and block it out. Then we would discuss whether actually this creature needed to move faster, so that meant the actors and filmmakers would have to just imagine that action happening, or we’d bring in the stunt guy because he could do the moves, whereas the guy in the suit couldn’t. (https://www.cartoonbrew.com ‘Alien: Covenant’: How On-set Suit Performances, Mo-cap, And VFX Each Played A Role In Production )
  17. Adam Savage: The actors were wore a complete covering body suit?

    Marea Fowler:
    No, he's using it as a puppeteer which is there is a whole cage which is ribs which is over him, it has all steel bracing, steel and aluminium bracing that holds the weight of the head so that the head comes in and goes straight on to the backbone

    Adam Savage:
    That's very nice for him

    Marea Fowler:
    That's very nice for him because it means he can take it around the waist

  18. Colin Shulver:  Here is the finished suit version for Ridley Scott's Alien Covenant.  This was sculpted by Andy Hunt & myself. Art Finishing was headed up by Damien Martin from Odd Studios.  Creature Effects head was Conor O'Sullivan from Creatures Inc. (https://www.artstation.com/artwork/XBxn9y)
  19. Leonardo Verkoelen: yes! Saw only the cg version in the final film. Very cool though

    COLIN SHULVER: Thank you Leonardo. Sadly, I don’t think there are any shots of it in the final film. It was built more as a reference for cgi though.

    Colin Shulver: Sadly, I don’t think there are any shots of it in the final film. It was built more as a reference for cgi though. (https://www.artstation.com/artwork/XBxn9y)



     

Alien Covenant: The xenomorph a stripped-down killing machine: The fat, sugar and salt situation


 
Alien:Covenant concept art xenomorph image by Leandre Lagrange

a)  The fat, sugar and salt situation

 
Conor O'Sullivan would compare the creation of the design of the alien beast to a situation with fat, sugar and salt , that if one combines them in the right quantities, it becomes an irresistible combination but if one ate them on their own, one would be sick. 

Alien:Covenant concept art xenomorph image by Leandre
Lagrange, Ravi Bansal and Mark Tompkins.
 

b) Different point of view

When it came to designing the alien, he understood that others would see it as erotic looking, and quite beautiful, but it's also horrifying, disgusting and terrifying 

  1. Conor O'Sullivan: Ridley wants to shoot things for real, even if they’ll be replaced. He believes, and I agree with him, that it looks better in the end if you’ve got a real reference for the CG guys to copy,” (https://www.inverse.com/article/31921-alien-covenant-interview-conor-o-sullivan-xenomorph-latex-silicon)
  2. Conor O'Sullivan: Nobody ever said it, but Ridley definitely didn't want any mechanical aspect to the aliens or any of the creatures in this film that we made, They were all completely organic. (http://www.hollywoodreporter.com/heat-vision/alien-covenant-alien-types-xenomorph-continues-horrify-audiences-1004459 May 18th 2017)
  3. Conor O'Sullivan: When you combine fat, sugar and salt together, it becomes an irresistible combination that if you ate them on their own, you'd be sick. With the alien creature, it'll be erotic. You'll [see it] as erotic-looking. It's quite beautiful, but it's also horrifying and disgusting and terrifying. So it's almost like the fat, sugar and salt situation. Individually they're all horrible on their own, but when they're combined in the right quantities, then it's almost irresistible. That's what I wanted to achieve.(http://www.hollywoodreporter.com/heat-vision/alien-covenant-alien-types-xenomorph-continues-horrify-audiences-1004459 May 18th 2017)
  4. Den of Geek: Was that

    Conor O'Sullivan: Was that something you saw potential doing varied

    Den of Geek: Something you can sink your teeth into, doing that sort of a varied xxxxxx

    Conor O'Sullivan: Well the baggage came with that, that's where the baggage came, because everybody who works for me is generally, they are the fans who, they probably started in the business that was do because of the alien franchise, the Alien films

    Den of Geek: yeah,

    Conor O'Sullivan: And they were dedicated to the idea of the, the er the alien being quite true to what they thought was Giger's sort of legacy.

    Den of Geek:
    Yeah,

    Conor O'Sullivan: Um, and when I presented , you know, showed them the sort of reference that Ridley was wanting and er we were working out with Colin Shulver and erm, er, Bradley Simmons, he used to work here in Tussauds, er, what, where we were heading they were, some of them got quite agitated. They wanted pipes and tubes and there, you know, really, Ridley was going back to an original piece of artwork that Giger had done in Necronomicon and he erm, he kept referencing that and that's what he wanted in the end. (Den of Geek Interview at Madame Tussauds)

Alien Covenant: The xenomorph - a stripped-down killing machine : Digital Xenomorph

leading from
 - a stripped-down killing machine

 

Final CGI xenomorph in Alien: Covenant

 

a) MPC in Cuilver City
 

MPC based in Culver City in LA worked on the digital version of the "Xenomorph". 

For this movie, Scott wanted the freedom to move away from the ‘guy in a suit’ look of the Xenomorph from the original film and create a more unnatural version of the creature.

The Xenomorph needed to have non-human proportions and its own physical signature, but still be recognisable as the original Alien. 

H.R Giger’s original designs were continually referenced throughout the creation of this .

There was a physical animatronic version of the creature on set to match to, however a lot of work went into how this new version of the traditional Alien would move and a lot of different animal movements were incorporated into the animation.

The concept art department that involved names such as Leandre Lagrange, Mark Tompkins was led by Ravi Bansal, and they created different designs for the Xenomorph in pre-production, Stephane Levallois also contributed some designs. 

 

b)  Tinkering android

As visual effects supervisor Ferran Domenech would see how they understood the idea that character David the android has spent years tinkering with the pathogen DNA and re-combining it to create what was known as the "Xenomorph" which was the perfect organism. 

In the original Alien movie, this creature was a cool and stealthy killer, and so this beast was a larger version of the bioweapon that the engineers had designed in that is the creature that we know of as Neomorph.

The exploration of the Xenomorph movement language went through a similar process as the Neomorph, with research into natural references and work on animation studies and reviews with Ridley. 

They looked at the all the scenes on the original 1979 film for close up details, like the facial and inner mouth working, lip quivering before the bite and how much drool he made.

 

c) Insects

From nature, they found that the praying mantis was as a good reference Ridley liked. 

They are a cold and stealthy, sitting perfectly still until the moment to strike, and moving at a blinding speed. 

The mantis had this otherworldly head movements as it feels the environment around it, turning and locking into place with a mix of robotic and organic motion, truly biomechanical in nature.

They also referenced growing larvae and different clips of insects breathing and wriggling at an accelerated rate, this became motion references for the fleshy details on the Xeno’s head and torso, where they could see the skin pulsating and breathing as he moves. 
 
They paid close attention to the muscles on the head, connecting the movement of the jaws to tendons and twitches on the side of the head.
 
From visual effects supervisor Ferran Domenech's point of view, it became a sort of a chimera of insect and mammal

 

d)  Layers of specular

The Xenomorph had many layers of specular.

It had a main skin specular layer very similar to the human one; a wet layer on top, then geometry of water drops and a goop as the top layer. 

Every layer was driven by textures where we painted the textures in an organic way to avoid the use of fractals. 

Due to the fact the Xenomorph did not have much colour variation overall, every part of it had a texture to drive the reflection roughness in order to achieve a different look for the different parts of its body. Specular was used to differentiate bones from skin and other parts like the dome of the head, nails, teeth, etc.

Level of reflection had to be adjusted per shot basis depending on how fast the creature was moving. When moving fast, we increased the displacement on the skin to bring detail on the specular and avoid the soft skin effect you get when there is too much motion blur. 

The displacement on the skin was animated at rig level by a primvar (primitive variables), ripping the muscles when in tension, and relaxing when not. 

This combination added extra complexity to the skin as it would change as the muscles fired and added lots of pins of specular detail variation with the animation. 


  1. artofvfx: The iconic Xenomorph is back too. Can you explain in detail about his creation??
    Ferran Domenech:
    The concept art department at MPC L.A. led by Ravi Bansal, created different designs for the Xeno in pre-production. These were inspired by the original H. R. Giger’s Xenomorph artwork and a new more organic aesthetic the director wanted. Particularly, Ridley loved the anatomical ‘Γ©corchΓ©’ wax sculptures in the Museo della Specola in Florence, Italy, and this brought a slimmer frame and fleshier look to the creature. (http://www.artofvfx.com)
  2. artofvfx: On the animation side, what was the main difference with the Neomorph?
    Ferran Domenech: David spent years tinkering with the pathogen DNA and re-combining it to create the ‘Xenomorph’ a perfect organism. On the original 1979 ALIEN, the Xeno is a cool and stealthy killer. This made sense to us as he is a larger version of the bioweapon the engineers designed in the Neomorph.
    The exploration of the Xeno movement language went through a similar process as the Neo, with research into natural references and work on animation studies and reviews with Ridley. We looked at the all the scenes on the original 1979 film for close up details, like the facial and inner mouth working, lip quivering before the bite and how much drool he made.
    From nature, we found that the praying mantis was as a good reference Ridley liked. They are a cold and stealthy, sitting perfectly still until the moment to strike, and moving at a blinding speed. The mantis had this otherworldly head movements as it feels the environment around it, turning and locking into place with a mix of robotic and organic motion, truly biomechanical in nature.
    We also reference growing larvae and different clips of insects breathing and wriggling at an accelerated rate, this became motion references for the fleshy details on the Xeno’s head and torso, where we could see the skin pulsating and breathing as he moves. We paid close attention to the muscles on the head, connecting the movement of the jaws to tendons and twitches on the side of the head.
    (http://www.artofvfx.com)
  3. artofvfx: How did you handle the reflective aspect of his skin?
    Ferran Domenech:The Xenomorph had many layers of specular. It had a main skin specular layer very similar to the human one; a wet layer on top, then geometry of water drops and a goop as the top layer. Every layer was driven by textures where we painted the textures in an organic way to avoid the use of fractals. Due to the fact the Xenomorph did not have much colour variation overall, every part of it had a texture to drive the reflection roughness in order to achieve a different look for the different parts of its body. Specular was used to differentiate bones from skin and other parts like the dome of the head, nails, teeth, etc.
    Level of reflection had to be adjusted per shot basis depending on how fast the creature was moving. When moving fast, we increased the displacement on the skin to bring detail on the specular and avoid the soft skin effect you get when there is too much motion blur.? The displacement on the skin was animated at rig level by a primvar, ripping the muscles when in tension, and relaxing when not. This combination added extra complexity to the skin as it would change as the muscles fired and added lots of pins of specular detail variation with the animatio
    n. (http://www.artofvfx.com)
  4. For this movie, Scott wanted the freedom to move away from the ‘guy in a suit’ look of the Xenomorph from the original film and create a more unnatural version of the creature. The Xenomorph needed to have non-human proportions and its own physical signature but still be recognisable as the original Alien. H.R Giger’s original designs were continually referenced throughout the creation of this and there was a physical animatronic on set to match to, however a lot of work went into how this new version of the traditional Alien would move and a lot of different animal movements were incorporated into the animation. ( "Exclusive ‘Alien: Covenant’ Concept Art Reveals Ridley Scott’s Second Stab at the Xenomorph" by Adam Chitwood June 1, 2017)
  5. Charley Henley: From the outset Ridley had a lot of concepts and references at hand for what these creatures should be like. The Xenomorph was to reference a few favorite H.R Giger designs but also be a little less biomechanical and more organic in a direction heavily influenced by Γ©corchΓ©’ anatomical sculptures found in Museo della Specola in Florence Italy.
    The designs started with concepts drawn up with MPC’s art department, where then picked up by the practical creature team for the shoot period and then further refined in post through zBrush sculpts and look development in Renderman. (http://www.artofvfx.com/alien-covenant-charley-henley-production-vfx-supervisor-mpc/)
  6. Conor: So it's a , it's a, it's a new experience of film making I suppose, that we don't have really thought about, you know, it , nowadays, you know, once upon a time, we used to go off to a life class some chuck, like this, you know and six, three, four months late, something comes up, you've got to hope it looks alright and you're happy with the way it looks, the quality is good, quite often it wasn't, you know, shark, jaws, the shark in Jaws, wasn't very, you know, one row or teeth when it should have had ten or something, you know, all of that kind of stuff
    Interviewer:  Of course, yeah
    Conor: And erm, yeah, er, you know, you know the quality of the alien suit in the initial one, it was sort of, when you look at the making of that, it was appalling even for the time
    Interviewer: Was it?
    Conor: Well the quality of it, you know. They struggled with getting decent foams out of it, and things like that, you know. Rambaldi, I think did the mechanics of the head, did a fantastic job of the head, but lots, it worked because of the film
    Interviewer: Yeah, And did have the same issue with the eggs, something else that has appeared before , and is now a new version but has to be the same
    Conor: Yeah
    (both laugh)
    Conor: The eggs
    Interviewer: Sit down in your chair
    Conor: You know, that, you know, it was all point of view, I suppose that film in many ways, was very er, descriptive of the sort of process, which is in a way what it should be, it should be this weird life experience, you know, I don't know, but er
    Interviewer: You can sit down and talk to people about it afterwards
    Conor: Well I sit, well I sit and think about it , you know, from a, it's not, I don't, something you turn up, get employed and go home, you know, you're not, don't forget about it, that's the trouble for me is that it becomes 24/7, so for seven, eight, nine months of my life, it is 24 hours a day, seven days a week, 'cause if I'm not working on it, I'm thinking about it
    Interviewer: Yeah
    Conor: Or worrying about it, or keeping me awake at night, that kind of thing
    Interviewer: Yeah
    Conor: Don't get much sleep. I know that Ridley, you know, he works seven days a week, he's fleeting it and he loves it
    Interviewer: That's why it helps you, not in terms of the the sleepless nights, but because you know the head, head honcho cares about this film
    Conor: Yeah
    Interviewer: It makes it, you know, if he didn't care
    Conor: It's a visual thing for him, you know, you know, visually, he's very, that sort of
    Interviewer: Yeah
    Conor: And he's fun, he's a good sort of
    Interviewer: Mmm
    Conor: He's very good fun on set
    (Reel Feedback podcast https://shows.acast.com/reel-feedback/episodes/605f3602db73271e7558bbd9)
  7. Ferran Domenech: We did kind of a chimera of insect and mammal. We studied the praying mantis for aglilty and speed. (Cinefex #153)

Alien Covenant: The xenomorph - a stripped-down killing machine : Breakthrough


 



a) Back engineering

They started working on paper, their first breakthrough came with a head that Bradley Simmons had sculpted.

Conor O'Sullivan photoshopped images of this and twisted it into the proportions of Giger's design, before he got Bradley to to sculpt another head based on this and Giger's design. 

Ridley immediately approved of the resulting effort, they took lots of photos of it and the scanned it before given to Colin Shulver as a digital model which he cleaned up on ZBrush, which he deconstructed, recreating it as separate parts: the inner skull, the dome and the teeth

 

Greg McKee working of the head used for the Bunraku puppet (Cinefex #153)

 


Odd Studios: #tbt to Alien Covenant. Adam Johansen @adman855 and Dominic Hailstone @dominic_hailstone_ blocking out the full scale Xenomorph suit. Creature effects by Odd Creatures, Odd Studio & Creatures Inc. #oddcreatures #oddstudio #creaturesinc #creatureeffects #aliencovenant #xenomorph #scifi #scifhorror #ridleyscott (source: https://www.facebook.com/oddstudiopl 8th August 2019)



b) Alien Kit

They also molded the sculpt and used the mold to create stunt heads. 

This thing could be said to have been broken down like a model kit, with all the different parts going off to be printed. 

While the skull, jaw and teeth were printed in nylon in Melbourne and the dome was sent to be printed in resin in the UK, mainly due to the ability of the print sizes, ( It's also known that some of the prints were used directly but most of them were moulded and then cast out in super light-weight resin,while the final carapace instance was clear gel coat and fibreglass resin.  (Someone might wonder if the the carapace and the dome ought to be the same thing. That's yet to be known)

Brought together they fitted perfectly. 

They molded the two to produce a core over which Bradley sculpted a skin as well as lightweight clear resin versions for the suits. 

Bradley's new sculpt was then modeled and produced in a combination of foam latex and silicon.



Odd Studios: Alien: Covenant. A WIP pic of our full scale Xeno chest sculpture. Combination of mediums- 3D sculpted/printed ribs, WED clay and medium Chavant clay. Sculptors Dominic Hailstone @dominic_hailstone_ Adam Johansen @adman855 and Colin Shulver. Creature effects by Odd Creatures- Odd Studio & Creatures Inc.(Source https://www.facebook.com/oddstudiopl/ 24th April 2019)


Odd Studios: Alien: Covenant. A WIP pic of our full scale Xeno chest sculpture. Combination of mediums- 3D sculpted/printed ribs, WED clay and medium Chavant clay. Sculptors Dominic Hailstone @dominic_hailstone_ Adam Johansen @adman855 and Colin Shulver. Creature effects by Odd Creatures- Odd Studio & Creatures Inc. (https://www.facebook.com/oddstudiopl/ 29th April 2019) 

                                         
                           






















Source: Colin Shulver's Artstation page: https://www.artstation.com/artwork/XBxn9y






Odd Studios: "Alien: Covenant. The Xenomorph. The 
body sculpture of our suit version worn by Goran D. Kleut 
and sculpted by Andy Hunt @andy_hunt2000 and Colin Shulver
 Creature effects by Odd Creatures, Odd Studio & Creatures Inc. "
Source: https://www.facebook.com/oddstudiopl/ August 18, 2017 ·
  1. Arnold Goldman: Is this sculpted in our Monster Clay?
    Adam Johansen: WED clay Arnold. (Facebook
    https://www.facebook.com/oddstudiopl/ August 19, 2017 ·)






Odd Studios: "Alien: Covenant. Blocking out the 
big chap. Head sculpt by Bradley Simmons, body by 
Dominic Hailstone & Adam Johansen. Creature effects 
by Odd Creatures. Odd Studio and Creatures Inc "
(https://www.facebook.com/oddstudiopl/ September 20, 2017 )



Odd Studios: "Alien: Covenant. The Xenomorph production line.
Paint job by Damian Martin and Julian Ledger. Creature effects by ODD CREATURES
"

https://www.facebook.com/oddstudiopl/ August 30, 2017



  1. Conor O'Sullivan: Our first breakthrough came with a head that Bradley Simmons had sculpted. I photoshopped images of this twisting it into the proportions of Giger's design, and got Bradley to sculpt another head based on this and Giger's design. Ridley immediately approved of it. I then had the clay model scanned and Colin Shulver deconstructed this in Zbrush, splitting it into a skull, dome and jaw. We also molded the sculpt and used the mold to create stunt heads. The skull, jaw and teeth were printed in Nylon in Melbourne and the dome printed in Resin in the UK, mainly due to the ability of print sizes. When the two came together, they fitted perfectly. We molded the two to produce a core over which Bradley sculpted a skin as well as lightweight clear resin versions for the suits. Bradley's new sculpt was then molded and produced in a combination of foam latex and silicon. We made two different versions of the body. One was a puppeteered Bunraki type suit and the other was an actual suit. (Alien Covenant artbook)
  2. Adam Johansen: On this project we really experimented and embraced 3D printing. We had a lot of designs ZBrush modelled. However, most creatures did begin as clay sculptures. The Xenomorph head started as a sculpt that Bradley Simms did. Once Ridley liked that, we took a bunch of photos and scanned it and then Colin Shulver cleaned that up in ZBrush. Then we broke it down like a model kit, so the inner skull, jaw etc all went off and got printed. Some of the prints were used directly but most of them were moulded and then cast out in super light-weight resin. The carapace for instance was clear gel coat and fibreglass resin. The body was sculpted by Dominic Hailstone and myself. The ribcage was cast in urethanes. We went to foam latex for the arms, neoprene, lycra and things like that for the inner fabrications. And we had some silicon elements on the face, too. (https://vfxblog.com/2017/06/09/practical-creature-effects-alien-covenant/#jp-carousel-4982)
  3. Conor O'Sullivan: In our rush to get it done, we overlooked one practical aspect of the sculpt whereby the sculpted cheeks and lips of the creature were too loose when the mouth closed and looked too fleshy. We resculpted this area, Rob Trenton and Adam Johannson making new lips and muscle groups over about three days, with Adam artworking the finish until Ridley was satisfied . (Alien Covenant artbook)