The Desolate One
The Desolate One,
Lord of the Shadows,
Son of Nergal,
Harbinger of Pestilence,
Seed of Destruction,
Hound of Resurrection.
“A huge pale CREATURE hangs from the ceiling, chewing slowly. SAMMAEL: equipped with powerful arms, a head full of tentacles and two well-muscled hind legs. Most of its face is hidden, but the jaws are shiny with blood.” This is how Sammael is introduced in one of Guillermo del Toro’s script drafts for Hellboy. In Judaism, Samael is a name derived from the Hebrew word סמאל (divine punishment, retribution). Samael is the Archangel of Death: a destroyer, ruler of the Fifth Heaven and served by two million angels. Interestingly enough, the filmic monster’s essence is initially restrained by “Salt, gathered by the tears of a thousand angels.”
Behind this door — a dark entity. Evil, ancient, and hungry.
Sammael was an original component of the film adaptation of Hellboy — meaning it is not a character conceived by Mignola. In the story devised for the film the creature acts as a replacement of the frog monsters from Seed of Destruction. Where said creatures were humans — mutated into grotesque amphibious creatures by one of the Ogdru-hem, Sadu-hem — Sammael is instead an infernal beast of unrevealed origin. Despite the changes, the character retains a subtle connection to the Ogdru-Jahad: one of the epithets given to Sammael is ‘Son of Nergal’ — the name of one of the Gods of Chaos, Nergal-Jahad. Sammael is also referred to as the ‘Seed of Destruction’ — the title of the original comic arc on which the film is based upon.
The entire creative team involved in Hellboy tried to envision the outlandish creature — including artists and illustrators like Constantine Sekeris, and Mike Mignola himself. The designs provided by the Hellboy character’s creator were among the first to be discarded. “[My concepts] were deemed as ‘too nice’,” Mignola said. “Del Toro would often comment, ‘I want to have a drink with them.” One of the artist’s concept drawings would make a cameo appearance — four years after the production of the film — in Universal Pictures’ sequel, Hellboy: The Golden Army.
Sammael underwent the longest design process in the entirety of the production of Hellboy — and went through a wide array of different incarnations before the final design assumed a shape. Much like many other designs and storyline aspects of Hellboy, Sammael’s design and backstory was heavily influenced by Howard Phillips Lovecraft’s tales of Cosmic Horror — often characterized by tentacled creatures — in its conception. “Guillermo wanted to do something really different with Sammael,” said Elizalde to Cinefex, “because he is a leading character in the film — which he is not in the comic. In designing Sammael, the word ‘Lovecraftian’ kept coming up in production meetings, which I interpreted as something very dark, ancient and demonic, with a lot of tentacles.” In an interview with io9.com, Wayne Barlowe added that “there was always a sense of dark intent with him.”
The first conceptual iteration of the monster was drawn by Constantine Sekeris. It included wings — discarded early in the design process — and a cephalopod-like head. The creature seen in the film is the result of long brainstorming sessions between Del Toro and Wayne Barlowe — who had already collaborated with the director during production of Blade II. The visual conception of the character progressively — and its appearence varied widely from iteration to iteration. “The initial parameters included a Cthulhu-like head festooned with lots of dangling bits and tentacles, scimitar-like fingers, and a large paunch,” said Barlowe in the Art of the Movie book. “Gone were the wings from the original painting [Sekeris’], but the multiple eyes remained. It all sounded intriguing to me. I thought the idea of breaking from the norm — the predictable, heavily muscled villain — was refreshing. And so I began what would turn out to be something of a personal quest, a search with the director for the proper balance between the horrific and the unorthodox. Our goal was to scare the audience with a nightmare creature unlike any they had seen before.”
Barlowe also recalled the arduous and lengthy design process: “It was a real quest to get the elements and characteristics in line with what Guillermo had in his mind. The one consistent thing that he kept coming back to was an overgrown Lovecraftian Sumo wrestler: very burly, big belly, with lots of rippling muscles and fat. That was the first take, and I spent a lot of time developing various iterations on that, going through quite a bit of head evolving, even more so than the body. It was tentacles one day, horns the next and big teeth on the third. By week three, we hit an impasse, because there were certain problematic aspects to the design as it was progressing that stopped it dead in its tracks. We had one of those dark afternoons of the soul, where the two of us looked at each other and said, ‘do you have any ideas?’ A few hours later, I did some more sketches, really digging down deep and trying to figure something else out, whereupon we started to hit on a formula based entirely on a head sketch that evolved downward. At that point, we set the path for what Sammael now looks like in the finished film.”
At last, Barlowe found the inspiration for the design — in the skull of a lion. “I would say that it was the biological element rather than steering towards the pure fantasy of H.P. Lovecraft,” the artist related. “In hindsight, the designs I had done up to that point were a little more fanciful than what I would normally gravitate toward, but for me, it had to evolve out of something with a foundation in biology. In large part, Sammael’s head came out of a catalogue I had of animal skulls, and it was a lion’s skull that became the foundation for it.” Growing from the back of Sammael’s head is a twisting mass of tentacles, described by the filmmakers as resembling an array of writhing eels.
One of the key characteristics of Sammael’s design is its asymmetry: the creature has a total of three eyes, two of which are on the right side of his head — whereas only one is on the left side. Asymmetrical textures and details are scattered throughout the creature’s whole anatomy. The creature’s right arm is also larger than the left — in order for it to support Sammael’s peculiar ulna-club weapon; the monster can distort the position of its ulna and use it as a powerful blunt weapon (which is even able to pierce metallic surfaces). This trait was implemented into the design as part of a recurring theme present in most of the character designs of the film: Hellboy, Sammael, the Ogdru-Jahad and the Behemoth are all asymmetrical. Completing Sammael was the creature’s long tongue — a trait inspired by the original frog monsters. It initially displayed more protuberances and appendages; it was described in the script as “arm-thick”, and featuring “yellow sacs billowing from its sides.” It was simplified in its final incarnation, which is still characterized by a prominent three-lobed end.
Once Barlowe defined Sammael in its final incarnation, construction of full-size practical creatures was committed to Spectral Motion Incorporated. The special effects team built a total of five monster suits, worn by Brian Steele — the main performer — and other stuntmen. Only one of the suits was a fully mechanized hero creature, weighing about 60 pounds by itself. It required four puppeteers to be maneuvered: one for the head and jaws, one for the complex eye mechanisms and two for the arms, which featured articulated fingers. The stunt heads maintained only basic movement, and their eyes could be puppeteered. “[The stunt suits] could take a lot of punishment but were lightweight enough that the stuntmen wouldn’t be injured,” said Mike Elizalde. “We made them out of a soft polyfoam that can take a pretty good bump without anybody getting hurt or the head being crushed.” In addition to the suits, Spectral Motion also built two stunt heads — the purpose of which was to receive damage — and two hero heads.
“This creature was a massive undertaking”, said creature design supervisor Steve Wang on his MySpace page about Sammael. “It is by far the most complicated creature I ever had to build.” Steve Wang sculpted the head of the monster, whereas Hiroshi Katagiri, Moto Hata, Norman Cabrera, Don Lanning and Jeff Buccacio sculpted its body. The creature needed various components to be molded and built separately and then assembled into the suit, which covered an understructure composed of support elements — that held the external features in place.
Steve Wang used a peculiar technique, which shaved down the body core — in order for the suit to fit considerably tightly on the actor. Every piece of the understructure followed realistically the performer’s movements. The technique also achieved the realistic effect of rendering the actor’s breathing visible from the outside of the suit. The performer’s breathing would simply puppeteer the suit, without the necessity for additional bladder mechanisms. The creature’s skin was made of foam latex, whereas its color scheme was designed and painted by Russ Lukich and Tim Gore.
Sammael’s head, fabricated and painted by Steve Wang, was mainly cast in fiberglass — with moving foam latex lips and nostrils. The eyes embedded in it featured a fleshy membrane that covered the creature’s eyeballs, and could retract and open — much like a biological camera iris. A nictitating membrane, cast in silicone, was also included. The eyes themselves featured a constricting pupil, and also protruded and retracted as the creature blinked. The eye mechanism was designed and built by veteran Jon Dawe, who had precedently worked on the eyes of many other movie monsters and creatures, including the Jurassic Park dinosaurs. Sammael’s eyes were also influenced by predatory birds — vultures, specifically. “[Del Toro] told us to take a look at Mackenna’s Gold,” Elizalde said, “an old western film. And at the beginning of the film there’s a really beautiful close-up shot of a vulture blinking. And you can really see this membrane just sweeping over the bird’s eye, and we used that as a reference for Sammael’s eye.”
A servomechanism specifically designed for the film animated the peculiar, undulating movement of the tentacles protruding from Sammael’s head. It was conceived by Mark Setrakian, another Lovecraft enthusiast among the film crew. The mechanisms extended within the length of the tentacles — and allowed them to move on an estabilished scheme (a similar mechanism was later added to create the movement of Abe Sapien‘s gills). A circuit board drove the tentacles and controlled their sequential movement. “There are micro-controllers in the tentacles themselves,” explained Setrakian to MakeUp Magazine, “so when you’re puppeteering, you’re controlling 75 servos. They’re all doing this mass of almost random-looking but very controlled undulating motion, and it looks like he’s got a bunch of eels on his head squirming around. It brings the character to life in a way that I’d hoped for but hadn’t necessarily expected to turn out as well as it did.” As per Sammael’s skin, the tentacles were made of foam latex, allowing a more fluid and smooth movement.
Jowls were cast in therma-gel — to obtain a semi-transparent effect — and attached manually to the creature’s neck. Mark Setrakian and Kyle Martin designed how the creature’s ulna-club weapon was incorporated into the suit; the performer could easily extend it and retract it from the arm extension during filming. Sammael’s seven-feet long tongue was built in three variants: a poseable model, a cable-controlled, fully articulated animatronic and a ramrod model — used in the scene where Sammael’s tongue is violently everted from its mouth. Additionally, a digital counterpart was used for many shots — both as part of the CG model and as an addition to a practical creature. Most of the shots featured the digital extension, animated by Kevin Kutchaver’s HimAni Productions.
Sammael uses its tongue to attach an egg-laying sting — which was created as a simple puppet with inner bladder mechanisms to simulate its pulsations. Sammael either lays eggs through said stinger or lays them in clusters — ready to hatch. “For every one of you that falls, two shall arise,” Rasputin says as he frees the creature’s essence from its prison. Sammael’s eggs were created as small, semi-transparent, multi-layered silicone props. for the scene set in the egg chamber, thousands of models of the eggs were glued into large clusters, which were lit from below with red light sources — to simulate the eggs’ inner glow. Inside the eggs are the Sammael embryos — created as small, overscaled models for the scene where Abe observes them through a microscope. When they hatch, they are instead portrayed with digital effects provided by Tippett Studio.
For the more dynamic shots of the adult creature, Tippett Studio was hired to create a wholly digital counterpart for Sammael. The digital model was first created with a scan of Spectral Motion’s maquette of the creature, which was then digitally refined. “Sammael had to be a CG character only when he was doing something extraordinary,” Blair Clark told Cinefex, “such as when we first meet him crouching in the shadows of the library, chewing on a guard. Playing around with the CG puppet during the animatics phase, I had thought it might be best to keep Sammael as abstract as possible, especially in these first shots, so the audience wouldn’t be able to see exactly what this thing was. So, after consulting Guillermo, we twisted him [Sammael] up into the rafters and had him hanging by a talon. Then, later, he unfurls and reveals his form.”
The digital model was devised with a realistic skeleton, muscle and skin simulation system, and was specifically rigged to allow its joints to twist unnaturally — one of Sammael’s key traits. CG Supervisors Todd Stinson and Paul Thuriot developed the simulation systems that functioned within Maya. Thuriot explained to Computer Graphics World: “it’s a layer-based system. Muscles are built on top of a skeleton structure with skin on top and a fat layer in between.” The muscles were tubular digital structures that preserved volume as they were moved. Curiously enough, a single structure simulated the monster’s abdominal muscles. The digital fat layers mathematically followed the motion of the muscle layers. An additional tool provided by Thuriot triggered the muscles and skin’s movements and contractions before the bones were moved. In order to accomplish this result, an animator first devised the actual performance and determined which muscles had to contract and move. The simulation automatically followed and based itself on the data provided by the initial animation. Thuriot explained: “the tool walks through the animation, looks at keyframe poses, and based on how much the muscle will deform, triggers the muscle a few frames ahead. The skin rides along. It’s one of those subtle things that you notice only if it isn’t there.”
Motion of the skin was accomplished with a cloth solver system. “With a cloth solver, all the vertices are connected and we apply forces to them,” Stinson explained. “For the skin, we connect all the points in the skin individually to muscles or perhaps bone underneath with Newtonian spring forces.” When a muscle was moved, the fat layer preserved the distance between skin and muscle, moving the spring forces anchored to the skin points — which amounted to 15,000 in the Sammael digital model. This sequence of events triggered the skin movement. “One of the things our skin tool does that’s unique is to run in static or dynamic mode,” Stinson said. “In dynamic mode, like a cloth solver, the position of the skin in frame 105 depends on the position and velocity of frame 104.” The system thus allowed the simulation of subtle effects like skin and fat jiggling.
The organization of the digital model allowed the animators to focus more on the actual performance and animation, free of concern for having to create a realistic physiology for each shot. Sammael’s unique ability to dislocate its joints at will and its peculiar anatomy were a challenge for animation supervisor Todd Labonte; of particular concern were Sammael’s tentacles. “It was hard to match the servo controls on the animatronic head,” Labonte said, “so we often used dynamics.” The rest of Sammael was animated manually with a standard key-frame process. Initially, the movements of the computer-generated Sammael were heavily influenced from those of arachnids, such as spiders. Tests of Brian Steele’s performance in the suit — which were more primate-like — were later used as reference and implemented into the movements of the digital Sammael. Footage of gorillas, lions, and reptiles were also used as reference.
The CG model was obtained primarily from a scan of the hero suit, enhanced with displacement maps — an advanced CGI texturing method. “Some of that detail was modeled,” said Joel Friesch to Cinefex, “but at Tippett Studio, we rely heavily on displacement and our painters. When Sammael was moving fast, motion blur tended to soften him; so we were always tinkering with the displacement numbers to make sure that he retained that detail.” For the first Sammael’s ‘death’, a combination of a touched-up stunt suit and a complex decomposition animation achieved the on-screen effect.
In the climax of the film, Elizabeth Sherman burns and kills the creatures and their eggs; a specific burnt-skin CG model was created for this sequence. Ed Irastorza explained to Cinefex: “by doing some matchamation with [the visual effects artists’] model on the practical Sammaels that we had in the plate, they were able to reveal a crusty skin that then became the animated character. The camera pulled back as that character started to disintegrate, revealing his skull and guts”. To represent the creatures’ remains in the aftermath, Spectral Motion built skulls, ribcages and other bones in resin and foam, with additional rubber organs, which were scattered across the set to simulate Sammael’s end — or so it seems, as the creature’s wails are heard in the scene in the midst of the end credits. Wayne Barlowe ultimately commented on the experience, stating that “working with Del Toro has to stand as one of the high points of my career. He is an extraordinarily visual director whose on-screen aesthetic must be considered unique among his peers. Understanding his desire to make imagined film characters as interesting and surprising to the viewer as possible is critical to begin any design curve with him.”
For more images of Sammael, visit the Monster Gallery.