Prometheus: Juhani Nurmi gives advice on the frescos

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a) Finnish film journalist and Hollywood screenwriter Juhani Nurmi was someone who was able to put himself in the position to remind Ridley that if he ever intended to revisit the world of Alien, he really should hire Giger, but by the time that Ridley got around to making Prometheus, HR Giger had become frail and was already too ill to work on the film, although Giger's own opinion was that he was brought in too late to really do anything
 
b) Around 2011, Juhani Nurmi was consulted by Giger's long time agent Leslie Barany on the mural and so he shared some of his ruminations about the Alien life cycle, and how it could be incorporated comprehensively and aesthetically as possible into a confined space
  1. Juhani Nurmi: To get back to Ridley, he's he's such a mild gentleman and true gentleman of the north, he's from Northern England, and always very calm, always very measured, very dry wit. and he he's he's he's, he's the more giant timid version of of Tony Scott, because Tony Scott is a little more like me, he's a gregarious, talkative, he's you know, gesticulating with his hands all the time, and amd much more extravert, and Ridley's the intravert, obviously, you know, Tony's not with us any more, I interviewed him a few times as well, and er, those, those, those brothers and and were incredible and, and er, in subsequent interviews I also got him to sign some of my Alien DVD covers which was beyond thrilling, but I, I did also mention, mention Giger to him and the fact that I'm friends with HR Giger, and he he he he, he, he was, he was, he was really cool about that. I just reminded him that if he ever intends to revisit the world of Alien, he really should hire Giger. 

    Jaime Praeter: Yeah

    Juhani Nurmi: But unfortunately when he did, for Prometheus, Giger was already old, frail,  and and he had had a bad stroke a few years before he he ultimately died, 

    Jaime Praeter: Mmhmm

    Juhani Nurmi: So the work that Giger did for Prometheus was not, I mean, it it was definitely not on the same level as he did as as a much younger man for for Alien, because you know Giger really dirtied his hands while working on Alien because he was hands on, on everything, as you know, 

    Jaime Praeter: Yes

    Juhani Nurmi: He built the, you know, the space jockey, he built himself you know, the suit er around Bolaji Badejo, you know, the guy who played the big chap alien.
     
    Jaime Praeter: Yes

    Juhani Nurmi: And And And yeah,and er, he's he's he's er, erm, he's an incredible incredible craftsman and and and much more, I'd say much more shy in those days when I interviewed him, (Perfect Organism podcast #32)
  2. Juhani Nurmi: As a long-time friend of the late HR Giger, I was graciously consulted by Giger's long-time agent, Leslie Barany on that mural around 2011. Gave them some ideas of mine. There was a small but loyal team of consultants. Unfortunately, Giger was already too ill to work more on that movie. He certainly couldn't have saved it from the trainwreck that it ultimately became ... but undoubtedly he would've brought it more class.

    Dominic Kulcsar:
    I suppose a wonderful question might be what ideas did you give them if you are able to share that?

    Juhani Nurmi: Ruminations about the Alien Lifecycle a la Giger / O'Bannon, and how it could be incorporated as comprehensively and aesthetically as possible into a confined space.
    (Weyland Yutani Bulletin: Facebook: 12 May 2016 at 10:51)

Alien Covenant: Back Burster by Stephane Levallois

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and
 
 
 
a) Man giving birth to the baby neomorph through his back 

  1. Stephane Levallois: à trois monsieur, on pousse...Un, deux... (https://www.facebook.com/photo/?fbid=1680059512027973)
 

 
 
 
b) The baby neomorphe crawling across the floor
  1. Stephane Levallois: c'est un garçon... (https://www.facebook.com) Google translation: It's a boy...


Alien Covenant: Stephane Levallois tackles the Neomorph

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and


Stephane Levallois (https://www.facebook.com/ 3rd October 2015)



c)  By October 3rd, 2015, Stephane had produced a version of the Neomorph that met with Ridley's approval, and this steered the evolution of the creature's design towards a final direction
  1. Stephane Levallois: Le design du neomorph adulte validé par Ridley Scott...(https://www.facebook.com September 27, 2017) Google translate: The design of the adult neomorph validated by Ridley Scott... 
  2. Stephane Levallois: My final concept for the adult neomorph.   (Art station




Stephane Levallois; "Baby Neomorph Galop" 22nd October 2015
https://www.facebook.com


 

d) Ridley saw the Neomorph drawing and said to Stephane, "You did that?"

"Yes I did" replied Stephane

"Good but too thin" replied Ridley

  1. Stephane Levallois: "You did that?" me demande Ridley Scott..."Yes i did", i said..."Good, but too thin" me répond-il... (https://www.facebook.com/ October 25, 2017)


Alien Covenant: Development of the Neomorph by way of Australia

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a) Development of the Neomorph by way of Australia

The design work for the Neomorph was taken to Australia. 
 
There was a cartoonish illustration of the Neomorph that Ridley liked but as far as Conor was concerned, it wasn't clearly evident what exactly Ridley wanted from it. Conor wasn't quite sure who had created it but he thought it might have been Carlos Huantes, but Stephane Levallois had also done some significant work . So Conor couldn't use it directly. (NB Without seeing it we can not know)

Conor had taken Colin Shulver out to Australia with him, and he was buys doing digital models while Conor himself  was busy using Photoship and taking bits of pieces off the internet. He saw that Adam Johansen was very closer to the final design with Ridley

With that, following his process, Conor had decided that they had solved and fixed it, getting the design that Ridley wanted

  1. Interviewer: How about the design for the brand new, the engineers of the, neomorph for instance

    Conor: The neomorph was a kind of design process, erm, you know, that and there was a fun drawing, you know there was a few similar things, but you know, they, I think it did work in the end, I think it sort of worked, it's a bit of a, I personally wanted to go for something a bit more deformed human. Erm, this kind of sort of much more of a creature was not something too sure about, whether I kind of, you know, I think it worked as a thing, it was good, you know, it had lots of nice qualities about it. It was trying to sort of get a more natural thing, looked like, you know, you know, has the sort of goblin shark quality about it

    Interviewer:Yeah

    Conor:  Er, that was kind of based on some designs that were floating around, ah, but there was a Carlos Huantes, ern had a designed, had done a drawing which Ridley had particularly liked, but it was a very cartoony drawing, so we couldn't really, when I asked, it wasn't really sort of clearly evident what it was you know, that er, he wanted, so initially between three of us I think and Adam Johanson, er was doing stuff in Australia, he was getting pretty closer and then, along with him and then erm, Colin Shulver who was a designer that I took out to Australia and me doing a bit of Photoshop and stealing things off the internet, we solved it and fixed it and got the design that he liked. And that was er, and that was you know, an interesting process

    Interviewer:Yeah

    Conor: As well. Getting the mouth mechanism was interesting, kind of fun, but we

    Interviewer: With that, did you look at what was done before, did you think I wanted to work it out for myself

    Conor: Well, he had, he kept referring to this one, this kind of cartoon image, which we've got here, which was this one (which one?)

    Interviewer: Wow

    Conor: So that was a Carlos, Carlos Huantes, I hope it, and then I kind of amalgamated with some other images that we got off the internet and stuff that, we came up with this drawing which he then approved that was a bit more real than that er we're getting it moving forwards and then it goes on and on from there, you know, sort of refining it, doing lots more details

    Interviewer: So is the next step from that maybe the maquette as a physical 3d form of it

    Conor:Yeah

    Interviewer: So is it


    Conor:But Adam was doing that, he was making a model Colin Shulver was doing a digital model, so we had a digital artist there, Dominic Hailstone and Colin Shulver, anderm  we, so ,we ended up with a physical model, a guy in a suit, and a digital model, and we supplied the digital models to the visual effects department,


    Interviewer: yeah (Reel Feedback podcast https://shows.acast.com/reel-feedback/episodes/605f3602db73271e7558bbd9)
 
b) Dane Hallet and Matt Hatton's decided that they certainly didn't want to create anything like the Deacon from Prometheus
  • Dane Hallet: it's, yeah, 'cause, it's really funny, I think that Matt and I both have an idea about what we want to see in an Alien film as well, so we, like for example we just, we didn't draw any Deacon drawings from Prometheus (The Podcast strikes back: The Art of Alien Covenant)


Alien: Covenant. The Neomorph.
This concept was realized by Colin Shulver, combining designs of the adult Neomorph head,
sculpted/designed by Adam Johansen and photoshop designs by Conor O'Sullivan.
Creature effects by Odd Creatures- Odd Studio & Creatures inc. 

Source: https://www.facebook.com/oddstudiopl/ June 9, 2017 ·

Alien: Covenant. The Neomorph. Our practical proof of concept and reference head. 
Ridley referenced the goblin shark for the bases of this creature and it's jaw mechanisms. 
It was also based on elements of a Carlos Huante design. 
The adult head was sculpted/co-designed by Adam Johansen & 
colour design and paint job by Damian Martin. 
Creature effects by Odd Creatures, Odd Studio and Creatures Inc.  
Source:  https://www.facebook.com/oddstudiopl/ June 15, 2017 ·



c) Adam Johansen tackles the Neomorph

Adam found the design the adult Neomorph, in particular the head, was a great challenge.

He knew there were many many artists working on the designs for this beast but nobody was quite getting there. Ridley continuously referenced a goblin shark for the mouth-jaw articulation and a sketch by Carlos Huante.

Adam sculpted many maquettes and full scaled heads, while Colin Shulver worked on the body in Zbrush, with Conor O'Sullivan compositing both elements together in Photoshop until Ridley was happy.

Damian Martin meanwhile did a paint job that Adam thought was gorgeously disgusting paint job and colour scheme to finish it off.

They then presented the finished full scale Neomorph head to Ridley on location in New Zealand, and he was thrilled. It was a satisfying moment for Adam.

Generally the design of the creatures was challenging because they were trying to give Ridley exactly what he wanted and also try to retain a Giger aesthetic


Alien:Covenant. Our adult Neomorph snapping jaw puppet.
Sculpt/design Adam Johansen, paint Damian Martin, mech Greg McKee.
Source https://www.facebook.com/oddstudiopl/ January 25th 2018




Alien: Covenant.
The Neomorph. Adult body sculpt by Colin Shulver
& Andy Hunt. Played by Goran D Kleut.
Creature effects by Odd Creatures.

(Source: https://www.facebook.com/oddstudiopl/ June 27, 2017 )

 
d) Finishing the work
 
Perhaps by March of 2017, Adam had totally finished his work on Covenant, still going through Fox storage for some pick ups.

  1. Adam Johansen: Personally, the design of the adult Neomorph, in particular the head, was most challenging. There were many, many artists working on the designs for this but nobody was quite getting there. Ridley continually referenced a goblin shark for the mouth/jaw articulation and a sketch form Carlos Haunte. I sculpted many maquettes and full scale heads while Colin Shulver worked on the body in Zbrush with Conor compositing both elements together in photoshop until Ridley was happy. Damian did a gorgeously disgusting paint job and colour scheme to finish it off. When we presented the finished full scale Neomorph head to Ridley on location in NZ he was thrilled. It was a satisfying moment. Generally, the design of most creatures was challenging because again, we were trying to give Ridley exactly what he wanted and also trying to retain a Giger aesthetic. (https://www.alien-covenant.com/news/exclusive-interview-with-alien-covenant-practical-effects-company-odd-studio--creatures-inc
  2. Adam Johansen: I enjoyed working with Conor and his crew too. Both our crews worked very well together and it resulted in one big creature crew family, with old friendships re ignited and many new friendships made among our 45 strong crew. Having such a dedicated and talented crew made it all possible and made the experience most enjoyable for me. This was the first time I’d worked with Ridley and it was a career highlight for me to work so closely with him, especially on set. Be it puppeteering or dressing blood, KY and food onto our puppets/suits/effects with him was an unbelievable experience for me. He really loves to get things in front of the camera and shoot effects/creatures practically and that was an honour to see him in action with our creations. (https://www.alien-covenant.com/news/exclusive-interview-with-alien-covenant-practical-effects-company-odd-studio--creatures-inc)

e)  Smoother elegant neomorph
 
The asset team focused on the inside out anatomy build to play up the translucency, as this was a big part and the skin shader detail. Ridley wanted a smoother and elegant look to the Neomorph, a contrast against the busy and dark shapes of the Xenomorph
  1. A new creature is introduced in this movie, the Neomorph. Can you explain in detail about his design and his creation?
    Ferran Domenech: The Neomorph is the final stage of the engineers’ Pathogen, an eerie faceless creature. The design was based on concepts created by the production art team and MPC’s art department. From early stages the Neomorph details referenced the Goblin shark, a beast with an extendible jaw and a translucent and gelatinous skin quality. The assets team focused on the inside out anatomy build to play up the translucency, as this was a big part and the skin shader detail. Ridley wanted a smoother and elegant look to the Neomorph, a contrast against the busy and dark shapes of the Xenomorph.(http://www.artofvfx.com/)
  2. The Neomorph is seen in different size. How did you handle this aspect and his rigging??
    Ferran Domenech: Because the Neomorph appears in the film from it’s birth to it’s adult form, we had to create different stages that would be able to blend shape into one another. For this, we created four different rigs, a baby Neomorph, a toddler, a teen and an adult. All capable of transforming into the next. The baby and toddler particularly had special controls to animate the length and shape of the joints so the transformation could be done in non-uniform way, with burst of growth with one limb expanding before the other. (http://www.artofvfx.com/)
    The adult Neomorph was designed to be very flexible and double jointed so it could get into extremely contorted poses. Ridley Scott was inspired by the work of Alessandro Bavari’s ‘Metachaos’ film. He was invited to join the production where he created sketch poses for the Neo, very dramatic extreme profiles where the knees would raise higher than the head. This created a challenge where the hips and elbows would pinch and lose mass. To help with this, Asset Supervisor Dan Zelcs, introduced a set of very specific corrective blendshapes to help the problem areas.
    The anatomy of the Neomorph’s mouth was designed to match a goblin shark with a hinging inner jaw full of teeth that could swing forward while staying connected to the face by flexible gums. The Neomorph had a softer outer skin than the Xeno, so he would have wrinkles and excess skin that would ride and slide over the muscles when crouching, but would smooth out and become tough when standing on it’s hind legs. The rig had dynamic skin built into the base setup that could be augmented by the tech animation department using cloth simulation when extra detail was required. (http://www.artofvfx.com/)
  3. Did you receive specific indications and references for his animation??
    Ferran Domenech: Aside from the inner jaw matching the goblin shark, the Neomorph was inspired by motion studies by actor and contortionist, Javier Botet, as well as animal references of bats and birds. The Neomorph had a nervous personality, always rhythmically breathing and barely containing it’s rage. Led by Animation Supervisors Philip Morris and Alexandre Ronco, the team did tests to develop the look and key poses. Running like a greyhound, slower cantering like a baboon, later creating character test keyframe animation clips of the Neo attacking, climbing, changing from run to walk. Through this exploratory animation process and review with the director, the character and motion language of the Neomorph took shape. (http://www.artofvfx.com/)
  4. How does his skin’s look affects the lighting work??
    Ferran Domenech: Due to the multiple layers of subsurface on the skin and the fact that the Neomorph was not hollow but had bones inside, we had to adjust the lighting and lookdev depending on the strength of the HDRI dome, relative light distance to the character and specially strength of backlighting and rim lights.
    To find a particular look that Ridley was after, CG supervisor Manuel Mantero, had to to build alternative lookdev for some shots where the Neomorph was standing very close to camera. In some other cases we had explosions and bright sparks close to the Neomorph. When projecting the plate into the environment’s geometry for lighting purposes, these bright lights would affect the subsurface in a way that we didn’t like. To overcome this, we adjusted the skin shader to maintain the visibility of the intricate layering of the skin. (http://www.artofvfx.com/)
  5. How was simulated his presence on-set especially in its small size?? Ferran Domenech: On set, the SFX department had different models and latex puppets for the three smaller stages of the Neomorph, they became a great reference for our CG Neomorph, particularly for size, shadows, light and reflection of the set. As Ridley wanted to adjust the Medbay scene to make the Neomorph more speedy and reactive to the actress, the practical photography shots of the Neomorph puppet became the go-to reference to QC the realism on our final comps. (http://www.artofvfx.com/)(http://www.artofvfx.com/)
  6. MPC’s artists also used real world references to bring the Neomorph to life, such as the goblin shark, praying mantis and the contorted and extreme motion studies given by actor Javier Botet, which were used to inspire the movement of the Neomorph’s hands and stomach.  On top of this already difficult build, this new creature had to go through 4 stages of development from baby to toddler to teen to adult and each stage had to blend seamlessly together. So in essence MPC had to create 5 different aliens: An improved version of the original Xenomorph and 4 versions of the new Neomorph. ( "Exclusive ‘Alien: Covenant’ Concept Art Reveals Ridley Scott’s Second Stab at the Xenomorph" by Adam Chitwood, June 1, 2017)

Alien: The derelict as a rescue ship and crypt?

 
 
 


a.i) Personal scenarios   
Beginning this essay on 24th August 2016, I am recalling that around 2001, while not perceiving Aliens and its egg laying Alien Queen as anything much to do with the world of the original Alien movie, thinking about the world of thoughts behind the original movie and trying to explore further the derelict mystery, 
 
ii) Industrial Disaster Story
I was developing the idea that on the planetoid, there was once a biological weapons factory and there was a disaster which spewed factory wreckage everywhere and left the whole planet infected and so quarantined for many millenias to come, which is something that curiously managed to get into the Prometheus story. 
 
iii) Cut off by an intergalactic war
The other possibility is that there was an intergalactic war, the derelict was damaged and landed on a planet and a stargate shut on them leaving them stranded for many millenias many many lightyears from home. The question becomes what to do with the survivors and could something of them be preserved. 
 
Prometheus answered that by just putting a few in hibernation chambers that would work for thousands of years, and who knows how long. No one was interested in coming to rescue them so soon
 
iv) Digging out an egg silo
The ship landed without an intention of ever leaving the planet, digs out an underground bunker, the survivors or surviving bodies are rounded and gathered up, and then they all become fodder for growing spores numbering some thousands. 
 
So far none of this went any further

 
 
 


b) Preservation
These spores would somehow retain the victims' DNA and their memories, the latter would be pushing it a bit too far because it had nothing to do with what was being talked about on the set of Alien but it might work in view of Ripley 8 clone in Alien Resurrection somehow inheriting the memories of the original Ripley. 
 
However the beast in Alien started to show instant knowledge of the layout of the ship, people have wondered if the creature had inherited Kane's memories, and so in light of that, some aspect of the minds of these survivors would somehow be retained in the spores and would be picked up probably many thousands of years later by their own people and reactivated to continue with their existences. 
 
 
 
Alien Life Cycle Tableau, 2nd stage (1978) by HR Giger
 

c) Ritual 
The pilot too dies as a result of a facehugging and chestbursting as if it's carried out as a ritual and his DNA is carried through with the chestbursting alien whose DNA too would have been transferred to the spores created and it would be the alien that burst from him that would be out to carry out the ritual slaughter.
 
Part of the idea perhaps comes from Ridley knew was being assumed during the time of the production. that the derelict was carrying its own kind, but I think that there's also an element bleeding through of the Jodorowsky's Dune's Castle Harkonnen idea where the people go in, are ground up and digested at the bottom of the building. 

Something that I have looked at since Prometheus came out were different interpretations of Giger's Alien Life Cycle Hieroglyphs,
 
Numerous people have seen it as a depiction of a ritual where members of a biomechanical humanoid astronaut civilisation and later the Space Jockey willfully give themselves to be sacrificed to give birth to the Chest Burster.
 
I think that I too have bought into that idea with the need to see it as a ritual that the Space Jockey's somehow felt the need to adhere to.
 
So in that respect we're talking about the collection of spores as a DNA vault, and an ambulance that slaughters all the people it rescues. 
 
A seemingly insane alien ritual that might be normal life for this ancient outerspace civilisation. 

 (See Alien: Giger's Alien life cycle hieroglyphics)
 
 

 
d) Cult Suicide 
This idea was thought up with very little consideration given to Aliens fans who want alien spores to be actual eggs layed by an alien queen in the manner of termites, and later I would discover that the Jones Town massacre took place during the same year as the Alien production. 
 
Does this mean that the alien civilisation are afraid of becoming fascist and so have to undergo the transformation into spores to join the communists, and one could even compare it to much later Heavens Gate cult suicide where they believed that their souls would as extra-terrestrials travel to the spacecraft that was supposed to be the comet Hale-Bopp, there were also the Solar Temple cult suicides in 1994 and they believed that their souls would travel to the Sirius star system "leaving 48 corpses in Switzerland, divided almost evenly between a farmhouse in Cheiry and a cluster of gutted chalets 100 miles to the south in Granges-sur-Salvan" (See techgnosis.com/solar-temple-pilots/). In that case, the derelict ship might as well be a sort of a boat shipping the dead to some sort of mythological place.

 
Henu Barque from Papyrus of Ani.
 
 
e) Temple 
Along with this idea, the derelict ship interior becomes a sort of a temple in Ridley's mind with the space jockey on the chair serving as a central icon, which brings me to want to imagine it as a temple to Sokar  with the space jockey as seat as an Ancient Egyptian Sokar Funerary Barque transporting the souls of the dead to heaven. (See: Alien : Evolution of Space Jockey via the Egyptian Book of the Dead: The Henu Barque (AKA The Sokar Funerary Barque) 
 
 
 



f) Echoes in Prometheus 
So having thought that, I appreciated the fact that in the film Prometheus there was the Engineer humanoid discovered sleeping for aeons waiting for someone to wake him up sometime in the long distant future.
 
This humanoid had come from a point in time when the place he was in had been infected by an outbreak of the black stuff that was contained in the ampules. 
 
Meanwhile the ampules chamber is also a temple environment. I'd rather that the ampules were full of some sort of alien DNA but I'm not relying on explanations from Prometheus to give solutions to the mysteries of Alien
  • Ridley Scott had the idea that the derelict ship was perceived as a sort of temple environment as visual theme ,perhaps that meant with the space jockey as a central idol, but he linked this idea up with the Nostromo garage and leg room
  • It was Giger's idea to have the fragmented remains of a technological civilisation on the planetoid.  
  • Ridley went with the idea of having the alien spores as a biological weapon. 
  • It was a result of the production decisions to integrate the egg silo and the derelict into one structure while the egg silo was initially partially underground.
 
 
g) Giving into Escher illusions
By the year 2021, I myself have  become less concerned about inner dimensions of the derelict spaceship with the silo within or beneath.
 
I have been willing to give in to the idea that it all makes sense in the optical illusion world of Escher illustrations such as Waterfall, since that was an issue to either play with or work around in the Alien production when it came to making the models of the spaceships
 
In such worlds you think you're seeing it from one angle and then you realise you're seeing it from another, before you realise that neither make complete sense but they fill out space conveniantly
 
Here it would be as if the logic of such illustrations would tie all all loose ends of the different elements of Ridley's story telling in the Alien series that were floating in the air after one production cut after another. 
 
Now the Space Jockey of old no longer exists or is not ever what you thought it was but instead was a suit containing a significantly smaller humanoid being who is now referred to as an Engineer, a very very tall pale faced bald human perhaps eight foot tall. 
 
Does the Space Jockey of old that was a fifteen foot giant actually exist as a character any more or is that simply a biomechanical suit for a smaller human? 

Was there ever a civilisation that actually needed to be saved by cruel ritual methods on the planetoid where the derelict ship in Alien came to rest? 
 
Would the so called Engineers even really care that much?
 


 
 
Quote Source
  1. Wmmvrrvrrmm: well, some years ago, over a decade in fact, I had the idea that on the planetoid there was a biological weapons factory and there was a disaster which spewed factory wreckage everywhere and left the whole planet infected and so quarantined. The question becomes what to do with the survivors because perhaps their DNA was valued or at least respected belonging to members of a civilisation. So a ship lands on the planet without no intention of ever leaving, digs out an underground bunker, the survivors or surviving bodies are rounded and gathered up, and then they all become fodder for growing spores that would somehow retain the victims' DNA, and they would be picked up probably many thousands of years later to continue with their existences. (So in a way that carries over from the Jodorowsky's Dune's Castle Harkonnen idea where the people go in , get grinded up and digested) The pilot too dies as a result of a facehugging and chestbursting and his DNA is carried through with the chestbursting alien whose DNA too would have been transferred to the spores created. So in that respect we're talking about a DNA vault, and an ambulance that slaughters all the people it rescues. So having thought that, I probably appreciated the fact that in Prometheus, there was this Engineer sleeping for aeons waiting for someone to wake him up sometime in the long distant future and the place seemed to have been infected at one point. (This idea was thought up with very little consideration given to Aliens fans.) (Facebook: Weyland Yutani Bulletin , 22nd August 2016)
  2. Wmmvrrvrrmm: I'm thinking of the eggs as objects stored in the silo, and there's a means to store them. I feel that it's best to think about a way the derelict vessel could have been a functional construct rather than a part of a definite plot. Once a function for it has been worked out precisely, then a plot involving the final thing follows. (https://groups.google.com, 03 Sep 2001)
  3. Wmmvrrvrrmm: However the evolution of the shapeshifting story surrounding the history construct ought to be taken into consideration, and things such as the the fact that the aliens organisms originally originated on the planetoid found themselves in a situation where they more or less didn't, the structure of these changes have to be taken into consideration because there's a lot of poetic shapeshifting going on, as if it were a kind of futuristic Ovid's Metamorphoses. (https://groups.google.com, 03 Sep 2001)
  4. Wmmvrrvrrmm: I like the idea that this derelict might be an inhospitable hospital ship where the pilot was forced into suicide to start of a body collecting mission on a planetoid where an industrial disaster has taken place and since nothing can be taken away from the planet without possibly infecting other planets with an alien made disease of some mind, all the sick and wounded are transformed into spores and there DNA is saved. So I'm working along this line and trying to take in some other kind of ideas that may well destroy my own. (https://groups.google.com, 03 Sep 2001)
  5. See also a post by Hawley Griffin coming up with an almost similar idea from a different direction http://www.scified.com/topic/42350 
  6. Scott: The derelict ship was a battlewagon or a freighter, that was carrying either it's own
    kind or a weapon from A to B and something went wrong. (The Book of Alien, p87) 
  7. Ridley Scott: We got hold of marvelous actual parts of actual huge jet engines and installed them, and they're like coppery metal with some steel. We used them as four main supports, like columns, and they give a lot of feeling of a temple. We played the same music we used in the derelict alien craft and we had two temples. The idol I wanted was through these massive gold doors which were as big as a wall, with a gap in them through which the claw can be seen, When the set was dressed, it looked like Aladdin's cave. (Fantastic Films, #12, p25-26)
  8. HR Giger: That's why I wanted the landscape of the planet in the film to be biomechanic, a mixture of our technology and some kind of magma, so as to create the feeling that maybe something has happened before on that planet, maybe a technical civilization has been destroyed. (CFQ vol9, no1)
  9. Ridley Scott: The thing that came out of the egg,  - the "perambulatory penis", as we used to call it - is the father. It is an abstract entity, in a sense, because all it does is plant a seed. Once having conceived, it dies and the next generation takes on characteristics of whatever life form it landed on. It could have been a dog, in which case, the Alien would have taken on a dog form. The result is a combination of two elements, the original creature and whatever host it uses. (American Cinematographer, August 1979, p842)

Alien Covenant: MPC designs Neomorphs and Xenomorphs

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a) MPC start on the Neomorphs


a.i) Levallois' neomorph
Stephan Levallois first idea for a Neomorph  showed up as a sketch of a humanoid creature with a very lean body, a head with a long spike as the back, and arms that appeared to look like featherless bird wings. His idea was to give it translucent skin with cracks in it and a very lean body.





a.ii) Leandre begins

Wednesday 17th June 2015 
The first day that MPC worked on ideas for the project, and it was still called Paradise.
 
As part of MPC, Leandre Lagrange was involved quite early in their concept work.  

The original brief for the Neomorph was very vague, they were told that  "it's going to be more organic", rather than biomechanical.

On the first day, they spent their time just exploring and trying different things.  

People could start off with their most crazy ideas to let themselves loose while they were not really sure which direction they were supposed to be going.  
 
What Lagrange found himself dealing with was something that was a merger between the idea of the "xenomorph" and the facehugger. Also, the beast didn't specifically have to be bipedal either, and the idea would soon evolve into something like a weird spider.
 
 



Paradise Neomorph 17th June 2015





On the first day of the project, it was a crazy day for Legrange, they had to come up with everything they could think of and try to come up with crazy ideas, but this was his early Neomorph, but they didn't know which direction it was supposed to go.


So the plan was to explore the facehugger form, and so on, it needed to be more organic than biomechanical, they were trying things and play with things, they look for inspiration in things in nature that related to it, mixing things and after that it was free sketching


Paradise Neomorph 17th June 2015

  1. Leandre Lagrange : For Alien: Covenant, we were involved pretty early in those [concepts]. You’ll see a lot of sculpts that are very quick... the original [brief] for the Neomorph was very vague: ‘it’s going to more organic [rather than biomechanical]’. At that point, we spent a day just exploring and trying things. From there, he [Ridley Scott] was thinking, ‘OK, it’s going to be an organic biped.’ Leandre also says that working on the movie required that he respond, to some degree, to the design work of Ridley Scott’s previous entry in the Alien mythology(3D.Artist.-.September.2019)
  2. Lagrange: That was part of the first day of the project that, those were, that was the bonkers day, that's the day where you just get loose, just take everything you can think of and try to come up with like crazy ideas, and this actually was the Neomorph, but at the time we didn't quite know what the direction was already. That was just us trying
    ZBrush podcast: So you just kind of try, they just get to let you loose

    Lagrange: Yeah

    ZBrush podcast: Come up with whatever you want

    Lagrange: Exactly, so we just ah, We.

    ZBrush podcast:  This is such a great piece, did you, you, like for your, you know a lot of people don't like the word workflow, but when you start with something like this, cause you kind of have, you already have a vision in your mind

    Lagrange: Erm

    ZBrush podcast: Or do you just

    Lagrange: Erm, I have maybe an idea, so you know like, we plan with the facehugger um, and things like that, um we knew it needed to be organic more than biomechanical, that xenomorph would be, so that's like very much trying things like that, and then you can play on things, you know like, you look at the, um, the facehugger, and you kind of look for inspirations, like things in nature that relates to that

    ZBrush podcast: Right

    Lagrange: So, it's just mixing things like that and  after that it's free sketching

    ZBrush podcast: This is, I love , I like this one a lot because it, actually, it's one of the few designs I've seen that really infuses the facehugger and the xenomorph in a way that you kind of get a  50/50 mix of both

    Lagrange: Yeah, that was, that was really like the egg, we weren't like locked on bipedal creature or anything so we just wen'.. went for it, so, so this um all these one and this is another one, they are quick sketches

    ZBrush podcast: I like your shader too

    Lagrange: Yeah, that's a, yeah, that's just a tweak, going straight from a key shot

    ZBrush podcast: Okay

    Lagrange: The weirder, yeah. So it's actually funny because when we did those, erm we had a chat with the VFX supervisor, which er, he's called Charlie Henley, er, really nice guy, he used to work for MPC and now he's client side so he was the overall VFX supervisor, and er, having done those, he actually asked us to provide all the,  the digital sculpture and the prop department printed them and put them in that actual set.

    So this was one that was sitting in this set right here

    Lagrange: Exactly Yeah, exactly, part of the you know

     ZBrush podcast: I wish we had it here

    Lagrange: failed experiments, yeah, I just looked for it, I haven't but

    ZBrush podcast: That would be so cool,

    Lagrange: So, yeah, this one you can see it, like, like flipped on its back  
    ZBrush podcast: We'll queue it up in the podcast, we'll just find it on

    Lagrange: Yeah yeah yeah I'm sure we can find it. So that was erm. So that was really cool

    ZBrush podcast: So would you tell me about your proc... as far as when you're designing something like this, so you're using Z-Brush, and you are, you mentioned using Dynamesh and things, do you, for something like this I imagine maybe going to quick maybe going to quick Z-sphere blockouts

    Lagrange: Er.

    ZBrush podcast: Rough out, or did you just Dynamesh with simple shapes

    Lagrange: Yeah, I really pull out shapes from

    That's fantastic

    Lagrange: Yeah, like er, I, I really think like uh, uh, starting from a ball of clay, yeah, and uh, uh, it's, I mean it's so easy to do on uh, so quick to do with the Dynamesh , you know

    ZBrush podcast: Yeah, absolutely

    Lagrange:  Just take even the legs or whatever, you can take one, just pull it off, just put it somewhere, so fast

    ZBrush podcast: Break off a leg

    Lagrange: Yeah

    ZBrush podcast: And insert it somewhere else and remesh it together

    Lagrange: Yeah

    ZBrush podcast: Yes

    Lagrange: It's really straight forwards and that's, that's why for me, why Z-Brush is wonderful for that type of job you know, because you can go straight as well into like lighting scenarios, the balance of the object

    ZBrush podcast: The uh, on the forehead, you have some, some nice sort of, almost like a reliefs

    Lagrange: Yeah

    ZBrush podcast: Like a lot of just, do you just go in, do all this by hand, just no no stroke stepping

    Lagrange: I've

    ZBrush podcast: Or do you just like to do it all

    Lagrange: I think of those now, because it's a very quick, very quick to do, uh, and it doesn't really require to be like super accurate

    ZBrush podcast: Yeah

    Lagrange: So, you can just go, like carve into it, er, very quickly.

    ZBrush podcast: I love that, I truly do, I think that there's something, something special about, just a feeling, just doing it all by hand with one brush and

    Lagrange: Uh yeah

    ZBrush podcast: No getting into any technical

    Lagrange: Yeah

    Workflows or alphas or anything

    Lagrange: Mmhmm, I think um, for me, like the longest I can maintain that, ah, I I do it because it's just fresh and part of the pleasure as well, you know, sculpting it, so

    ZBrush podcast:Yeah

    Lagrange: It's the same when you start going into like you know, the white or black flesh, wrinkles and things like that you know, you just go over and work on your surface instead of trying to find a brush to do it for you

    ZBrush podcast:Yuh, this is a great piece

    Lagrange: Um, so those guys

      (Alien_ Covenant Concept Artist Leandre Lagrange - The ZBrush Podcast Episode 11 - )
Paradise Neomorph 17th June 2015






b) Facehugger/Xenomorph infusion

Lagrange's creature infused the face hugger and the 'xenomorph'. 
 
He tried to see how it would spread on the ground and occupy space like a spider, with higher legs and perhaps wider legs

Another one of these designs appeared to have pincers


  1.  Lagrange: I was just trying to see how it would spread on the ground and like the spi- the space it could occupy, you know, something like higher legs, lower, maybe wider
    ZBrush podcast: Something more elevated in the back for

    Lagrange: Yeah, so it's really like

    ZBrush podcast: More, more movement

    Lagrange: Yeah, so all those ones, same things, they're all kind enough based on the same thing, those ones, um, um

    ZBrush podcast: This one's interesting. It's almost more spider like. He has pincers

    Lagrange: Yeah.

    ZBrush podcast: I think he still has the mouth. (Alien_ Covenant Concept Artist Leandre Lagrange - The ZBrush Podcast Episode 11 - )



Paradise Neomorph 17th June 2015

 

As they did these sketchy creatures, they had a chat with Charlie Henley the VFX supervisor , he used to work for MPC and then moved onto the client side, so that he was overall VFX supervison.

He asked them to provide all the digital sculptures and so the prop department printed them out on 3D printers and put them in the actual set.

So these sketches became David the android's failed experiments on display in the lab

Lagrange pulled out out shapes on Dynamesh, which was easy for him to use, it was like starting from a ball of clay. He could take even the legs,  put one on, pull it off, and put it somewhere else before remeshing it together. It was all straiggt forwards, and Z-Brush was wonderful for that type of job because the sculptor could go straight into lighting scenarios and balance of the object


Paradise xenomorph 18th June 201


c) Crazy cartoon xenomorph with tail

Thursday, 18th June 2015

As his work bled into the following day, Legrange developed another crazy idea that was a sort of a Xenomorph with a tail perhaps inspired by the Alien Queen fetus from Alien 3. 

Perhaps the design seemed like something from a crazy cartoon, but it helped explore the idea of something with a body that for sure didn't look like a man in a suit. 

Lagrange had a go with the Xenomorph. Here was an attempt to make it resemble anything but a man in a suit, getting rid of all human structure while it was still to remain bipedal



  1. Lagrange: And then

    ZBrush podcast: Oh wow, this one's really interesting

    Lagrange: This was, same things, part of that crazy day when you can do anything you want, and this one was a take on the er the xenomorph as well which is er, really crazy, I guess

    ZBrush podcast: This is, this was one where you're, your goal, you're trying to get away from the possibility of it being a person in a suit

    Lagrange: Exactly

    ZBrush podcast: Kind of like deconstructing a lot of the, silhouette elements

    Lagrange: Yeah, exactly, going really really like, getting rid of all the human structure, I mean it's still bipedal but you know

    ZBrush podcast: Right

    Lagrange: You show that there's no guy in that suit

    ZBrush podcast: Yuh, I really like mot... just the soothing motion with the tale, this, there's so many great angles,

    Lagrange: Yeah, there is that, there is a, actually, was it on a poster, of maybe on Aliens, 'cause you see that tale.

    ZBrush podcast:The tale

    Lagrange: Full circle like

    ZBrush podcast: Yeah

    Lagrange: I don't know where I've seen it

    ZBrush podcast: I think you're right, I think it was Aliens

    Lagrange: But it looked awesome, I was like "We need to put it in"

    ZBrush podcast: Yeah, that's so cool

    Lagrange: I think actually the tale was an array, or something like that

    ZBrush podcast:I think we can do an array match, I like it
    Lagrange: Yeah, it started, with that one I started to be aware of it "Oh,  oh that's cool" 

    ZBrush podcast: In that case, an array gives you an ability to, especially if you want those, if you want those like those spikes to sort of angles in a direction

    Lagrange: Yeah

    ZBrush podcast:That would be a little bit more work to do manually going in and pulling them out, like you making them even

    Lagrange: Oh, you know, it's so good because once you've got what you need, just like, combine everything, then you can start again, you know, pulling them on

    ZBrush podcast: Matching it all together and remesh it

    Yeah, it's so good. That's another one , maybe a bit more detailed, already, the head reminds a bit more of a


    Lagrange: Yeah, this is getting a bit closer to the... the final xenomorph, but the body is a very interesting design, I like this a lot. The ribcage is still over here, the, it's almost as if comes to, it's coming to a point up here instead of connecting at the sternum , yeah, yeah, yeah


    Lagrange: Cool. And you know, I think you need to go there sometimes, you need to go a bit crazy and see how far you can go. and you know, sometimes maybe small bits of it can spark an idea, or be used, or you know


    Lagrange: absolutely, and you're getting revisions, you're kind of passing these off and getting revisions or were these just completed and and yeah, so ones, because we went like really crazy, yuh it was part of the first package, so we gather all that stuff and we push it er client side and then they just take everything in. react to it and then give us new directions

    (Alien_ Covenant Concept Artist Leandre Lagrange - The ZBrush Podcast Episode 11 - )




d) Alien in running motion

Wednesday 24th June 2015

Legrange worked on a much more typical alien in running motion, but thin enough to not resemble a human in a suit too much

Ridley was saying that they should keep the xenomorph design, because they didn't want to get rid of it, but to have it thinned down a bit.

"What about we maker her thinner and what would that look like?"

So they would go through the art director, they submitted all of their images and it would go through MPC to Charline Henley the FX Supervisor, and he would bring them to Ridley. They talked it over, Charlie would come to Ferren Domenech was the VFX supervisor for that group, they would talk it through and come back to the rest of the people in the department

In Pre-Production on films very early in the process, they tended to have access to the directors, but in terms of Ridley Scott, Lagrange crossed his path in the hallways once and that was about it, so it was rare to meet those sorts of directors


  1. Lagrange: And and this one, the new direction when Ridley was saying that well basically, obviously we keep the xenomorph design because, you know don't want to get rid of that
    ZBrush podcast: Of course

    Lagrange: But erm, just trying to have it, er , like thin it down a bit
    ZBrush podcast: Yeah, I can see where you kind of, kind of mixed the two at that point where you still have the rib cage as but a little bit more prominent, the waist and the muscles, it's kind of been stripped down

    Lagrange: Yeah, exactly, um, this was, those images are really just talking points, so in any case, that's not the final xenomorph, that's not what you see in the movie, it's really like a talking point, erm "what about we make her like thinner and how, what would that look like?", so we just do that very quickly, that's I think that's like, a day I think

    ZBrush podcast:So this, at this point, are you, you, are you talking with Ridley Scott, are you getting, at what point did he see all of these?

    Lagrange: So we , we go through art director, so we are just like submitting, submitting, (I'll bring that back) submitting all those images, then it goes through MPC to Charlie, 'cause at that point we are with Charlie Henley the FX supervisor, and he is bring them to Ridley and they talk it over, and then he comes back to us, so that's most of the time you go through, so on our side it was Ferran Domenech the VFX superviser, but then we had Charlie on this, they would just talk it through and then they come back to us. 
    ZBrush podcast:I see
    Lagrange: When we were in pre-production very early in the process, er, we tend to have access to the director but it really depends on, I'm sure, I mean, Ridley Scott is...

    ZBrush podcast:Did you have a chance to meet him

    Lagrange: I crossed his path in the hallway once but not while

    ZBrush podcast: Sorry

    Lagrange: Sorry. Yeah, it's very rare when we are actually with those guys (Alien_ Covenant Concept Artist Leandre Lagrange - The ZBrush Podcast Episode 11 - )


d) Abstract cartoon xenomorph

Saturday 28th June 2015
By this time, Legrange's exploration into this sort of an abstract cartoon like evolved into the upper part of a much more serious looking creature.

 
Paradise xenomorph 24th June 2015


Meanwhile at this point, Stephane Levallois continued sketching a variety of different life forms to be found on the mysterious planet.