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[MUSIC PLAYING]
JAMES CAMERON: What we have here is the entire first future war
sequence storyboarded from end to end.
So what I was thinking is, we take the movie
and look for the commonality.
So here in the storyboard, I imagine
that Reese kind of lays his head down
on the side of the car door and goes to sleep,
and then this is a dream, as opposed to what we wound up
doing in the film, which is that he's waiting--
sitting, waiting in the car.
And he looks over and sees the construction vehicle.
We do this kind of instant transition to the future,
but we don't know we're in the future yet.
But we are.
We're now on a--
the vehicle that has treads in the future,
it's called a hunter-killer, and we tilt down,
there are a bunch of skulls on the ground.
So clearly we've done some kind of dreamlike transition,
but we haven't seen the moment where he fell asleep.
And we don't even know that that's happening yet.
And now or in the future.
So if you look at-- at the storyboard for that,
it looks like this.
Here's the vehicle with the treads
near the skulls down below.
Here's a fairly abstract shot looking up
at the hunter-killer.
And then if you progress the film,
here's that-- here's that shot.
Now I'm not seeing the spotlight or the searchlight.
And then we see Reese in the ruins.
He's established coming up here.
It wound up being a little bit different,
but, you know, here we establish Reese in his future world.
You don't have to follow the storyboards exactly.
So here's the hunter-killer crushing the skulls,
and here's the hunter-killer crushing the skull.
So there are certain images that survived
through the process and certain ones that were either winnowed
out and we wound up not doing.
For example, the way I imagined it
is that it's all very abstract at first,
and we see Reese introduced by his legs
running as he's getting shot at by this machine,
and we think he's gotten killed, but he's
hiding behind a column.
I wound up not shooting that.
I don't remember exactly why at this point.
Maybe because we didn't have time,
maybe I felt it just wasn't necessary.
But where we get into a similarity to the sequence
again is him taking cover.
Ah.
So here, we introduce this young female resistance fighter,
and then that moment is here.
Now you can see that the camera wound up reversed.
Probably just simply because of the way the set laid out,
you know?
And where the key light was.
And me not having the time--
and it really didn't matter.
And so Reese signals to her, and this
is him signaling to her here.
And then they run together.
He signals and they run.
But first they crawl, then they run.
So I think the fact the idea of him crawling
through the wreckage is actually indicated
in the next storyboard while we see the--
the hunter-killer in the background.
So it was all fairly well thought out ahead of time,
but the important thing about storyboards is
they're-- they're not--
they're not an absolute blueprint,
they're a departure point.
And what you shoot in the moment is what becomes the final film.
So you can see that the idea of seeing the-- seeing
the hunter-killer up through the wreckage as it
towers over them, I believe that-- that concept
was retained.
Ah, there it is.
So maybe-- maybe in the cutting we
decided it was better to put that shot a little bit later,
but you can see, there's a fairly close correlation
between a concept, which is that there's
some post-nuclear holocaust wreckage in the foreground
and this big chrome machine with these lights,
and it's kind of Reese's POV as the little rat running
through the maze and seeing it up above,
and that's more or less what you have right here.
So this was very useful to the miniature unit
when they were trying to build on this.
So they knew they had to build a model big enough
that they could put a foreground piece and it would hold focus.
So they wound up building quite tall models.
I think it was almost four feet tall of the hunter-killer.
So they get a lot of information from these.
And then we see Reese take shelter behind something.
Now they're running through open space here.
That's accounted for here.
So we get the same idea.
So again, this is just an idea for a shot.
This is the execution of it, but what's locked in?
The edgy lighting, the spotlights,
the emphasis on the kind of blue night light,
the cold feeling of it.
The bright magnesium-like explosions on the ground.
So those ideas were already embedded in the-- and these are
sort of a combination of storyboards and design
drawings, really, because they're-- they're giving a lot
of information to the model unit.
There's a big shot where they cover a lot of ground,
and they run-- they run across a large area.
So here, you can see little tiny figures running.
Big machine in the background and ruins.
And-- and then they reappear in another plate.
So a plate is a live element.
Sometimes the background element, sometimes it's
a foreground element.
In this case it's a foreground element of our characters.
In this case, there are actually two plates.
There's one over here before they go behind the car and one
over here after they come out from behind the car.
And then there's another big plate
in the background that's of the-- of the miniature, right?
And then some optical lasers are put across the foreground.
And you can see that that concept exists
in the storyboard and it's in the description
of the storyboard here, that that's one plate.
The car is the breakpoint, and that's another plate.
So the other thing that I think it's
important to remember about "The Terminator"
is that it was done at a time when we didn't have CG at all.
So we were using tools like miniatures,
front screen projection, rear screen projection.
So this is a cheap, low-budget, but high epic--
you know, attempting to be epic on a low budget
and doing it with rear projection.
So literally, this was a rear projection,
this was a rear projection, and that was a rear projection, all
on a big miniature set.
And that's how that was done.
To me, the power of rear screen projection
was that you could hand-hold the camera,
and you could even zoom in or move around
and made it feel very subjective.
It didn't suddenly have to become a lock-off,
because a lot of visual effects suffered from,
all of a sudden you knew you were watching a visual effects
shot because the camera locked off so that they
could composite in things.
It was all very crude.
And nowadays it's not a problem.
You just shoot-- shoot it handheld
if you want a blue screen shot, and you just
make sure you've got your tracking dots around
and then they can extract that camera move
and apply the same camera move to the background.
So you're in a car, and you're supposed
to be driving down the freeway.
There's nothing outside the window but a blue screen.
And the camera operator sitting in the right seat-- well,
I say this in New Zealand here, they'd be sitting in the left
side--
shooting-- shooting the actor driving.
And the camera's kind of shaky and you
pan over and look out the window and you come back.
And there's nothing there but blue.
But it's relatively easy to add a background
plate of what's outside that--
outside that window these days.
It's-- it's not a big deal.
I wound up with six months to sketch out
all of the key scenes and to really refine all the designs
and be ready.
And when I got to shoot that film, every second counted.
We had 42 days, and a lot of them were nights.
And even on a guerilla filmmaking schedule,
I'm working 14-hour days, it was a lot of material
to shoot in that amount of time.
But I was ready.
I knew what to shoot.
I knew every shot that I needed.
And I was just a machine.
Just going from shot to shot to shot, you know?
It's critically important to know your film
before you shoot your film.
And everything starts with the art.
Spend a good part of your time just
looking at how things really are with an artist's eye,
like you're going to try to paint it.
Like Vermeer.
You know.
There were thousands of years of painters before Vermeer,
and Vermeer suddenly figured-- he looked at light
the way it came in a window and the way it lit a scene
or lit a figure of a woman standing at a counter.
And all of a sudden he saw what that light did.
How bright the source was, the fact
that you didn't see the source, you just
saw the effect of the source, how it bounced around,
how it lit her, how it lit the wall, how
the bounce from the wall lit her.
And all of a sudden he was able to do something nobody
had ever done before, which is paint light the way
it really worked.
And he just did it with the wetware.
He didn't have any software, he didn't have any computers,
he didn't even have a camera.
It didn't exist yet.
But he saw how light worked.
So, I happened to be an artist.
Great.
A lot of-- some-- some other directors are artists.
Ridley Scott's a good sketch artist,
Guillermo Del Toro is a very accomplished artist.
Great.
If you're not an artist, study art.
Learn to draw on a very rudimentary way,
and I don't care if it's balloon heads
with smiley faces on them.
Learn to draw so that you force yourself
with a pencil and paper to think compositionally.
Do I want the character in the middle of the frame
or do I want them on the left side of the frame,
leaving the rest of the frame open in a cinemascope aspect
ratio like Sergio Leone used to do?
What style am I going to do?
What's my compositional style?
So that you can have that conversation.
First with yourself, then with your director of photography,
and then subsequent to that, in the moment on the set.
I like this, I don't like that, pan more right.
Study art so you understand perspective,
so you understand light, so you understand
these ideas of what's going on in that frame.
Because figurative art, painting has all been about the frame.
What's in and what's not.
And filmmaking is all about what's in the frame
and what isn't in the frame, and what you need in the frame,
and what you can safely exclude from the frame
and get by inference.
You don't have to see the sun to know it's there,
it's coming in the window.
That's an extreme example.
You don't have to see the other characters to know
they're still in the room when you cut to a close-up.
But what's in the frame and why is it in the frame?
And that's a question that I ask myself a hundred times a day
when I'm composing a shot.
To this day.
There's nothing automatic about any of it.
All of those decisions are fresh decisions
and they have to be made every single day.
So study art.
Study photography.
Still photography.
Black and white photography.
Understand light, understand how it works.
Those are great-- those are great basics.
Before you ever pick up a motion camera, study perspective.
Study aerial perspective.
What makes things look far away?
So the most important thing as a filmmaker in general
is your power of observation.
What you learn about people by observing them.
And participating with them.
But there's a part of your mind that's always observing.
Even interactions where you're directly involved, even
in a heated argument or in a torrid love affair
or whatever it is, there's a part of your mind
that's a video camera that's recording and making notes.
Because ultimately you're going to have to create something
in a highly artificial environment surrounded
by lights and people like we are right now,
looking through cameras, and you're
going to have to create a bit of reality that
is credible to an audience.
And it's especially true in visual effects.
You have to understand how light works.
You have to understand what things really look like.
Now that's if you're trying to make a realistic visual effect.
Some-- some people aren't interested in reality,
they might be going for some--
some kind of heightened or stylized look, or maybe
it's a Pixar animated film and the characters
don't really exist and everything is kind of
heightened or stylized.
That's great, but know the rules before you break the rules.
And these days with--
with visual effects, with the quality
that's available right now, there's
nothing that can't look 100% real.
It's not-- it's not about the tools,
and not about how expensive the tools are.
It's about how good the power of observation
is of the people manipulating the tools.
And obviously that buck finally stops
on the desk of the director, because the director's
got to approve the shot or not.
And it's going to cost you a ton of money if you literally
say,it doesn't look real, try it again.
And any filmmaker should feel comfortable
being able to do that.
And then you have control.
It's safer.
You can control the lighting.
It can always be exactly the right time of day
with the sun in exactly the right position.
But you have to be very-- you have to be
observant of the natural world.
The key to visual effects, I believe,
the one great fundamental is observe reality carefully.
If you don't effects but you want to do an effects film
and you want to do it on a low budget,
get really chummy with some aspiring visual effects
people that have been noodling around with this stuff,
maybe doing it--
maybe doing it at a boutique effects house
where they've actually been hands-on and done shots,
maybe working on their own with apps
like After Effects and things like
that where you can do relatively simple composites.
Tracking-- tracking software is readily available
now so that you can track images.
You can do composite work.
You could even set up your own facility if you wanted to.
You could probably put five or six seats
in of Maya and Nuke and things like that
and just be able to do basics.
So you've got a network.
You've got to have like-minded colleagues.
You have to build your little revolutionary army.
You don't just spend all your time
knocking on doors trying to have lunch with people that
are way above you in the food chain,
you're wasting your time.
You've got to work at a peer level.
There's no sort of inside knowledge that so--
that's a magic bullet that's going
to leap you up three levels in the film industry.
You have to work your way up through those levels
and you have to do it by learning the craft.
So it's a chicken and egg problem.
Who's going to give you the budget?
Well, probably nobody.
So you have to figure out how to do it
for basically almost nothing and build
the skill set that is scalable once you do get a little money.
You've already done it.
You've already done examples of it.
I'd already done, working for someone else,
working for Roger Corman on super low-budget science
fiction films, I'd done examples of all the types of shots
that I had in mind for "Terminator."
So I was taking what I knew, I was meticulously
planning how it was going to be done,
and-- and what that allowed the-- the-- the effects
people to do was to budget very close to the bone.
Because normally, visual effects budgets,
they have to pad them up because they don't know
what the director really wants.
And that lack of precision translates to additional costs,
like a lot.
They'll put in a big fudge factor.
It might be 30%, it might be 40%, because they don't know.
But here, they could literally budget almost to the dollar
how much it was going to cost them
to do these shots because I had been so precise in my--
my previs.
And that's what allowed us to do the film for basically
$4 million below the line.
So I felt I was presenting a package
to a low-budget producer that was actually
attractive and made sense.
There was logic behind every decision that was made.
There was logic to shoot the vast majority of the film
on the streets of LA with available light,
and to only dip our toe into the exotic environment that
required the visual effects sparingly.
Pick our battles.
[MUSIC PLAYING]
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