For this classic craft, the Robinson family’s vessel from Lost In Space, there is quite a bit of available reference. However, this is a kids’ show from the 60’s, so details are loose. For example, the interior as depicted in the show seems to be at least twice as large as the outside suggests is possible–the Tardis effect without the in-universe explanation. Also, the blueprints vary in quality and version; there are all sorts, from cleaned-up fan efforts to set construction drawings for the show itself, and none of them are guaranteed to match what was eventually broadcast. Different scale versions of the broadcast model have slightly different characteristics, different broadcast seasons showcased different internal amenities; some of the best reference comes from model kits, but clarity does not necessarily imply accuracy. A very interesting situation, but difficult when the goal is to produce a high-fidelity replica.



Design discrepancies between versions
I leaned toward honoring the simple, iconic exterior design and gear functionality, while adding small embellishments for texture which seemed in line with a 60s retro-future aesthetic. Some details are modeled but in the interest of lightness, many of them are achieved via decals and trim sheets.
The interior as I have modeled it consists of pilots’ chairs as well as the control panels and upper data consoles. This cockpit area is flanked by modeled bulkheads. The remainder of the interior is currently represented by an emissive card depicting the navigation station and other internal spaces, visible through the front windshield.

I studied the gear function, then modeled and articulated their action to match the on-screen vehicle’s. Particularly charming in my opinion are the small foot pad covers which slide into place after the legs retract.
Modeled from reference blueprints and textured in Blender, the final hero model came in around 140,000 polygons. To make this model game-ready I did a cleanup pass and landed in the 24,000 polygon zone. The model as represented in Unity does not have the subtle beveled details of the hero version, but as it is intended to be one model among many dozens of others, poly count is an issue.
I produced the liftoff animation above using the high-poly version of the ship to showcase the rotating elements and gear function; my intent was to replicate the quaint look of a scale model on a handmade set. For this effort I constructed a film emulation compositing treatment, adding blooms, lens effects and color grading, as well as 16mm grain. For the beauty renders I removed the grain for the sake of clarity, but it’s present in the animation.
This was a real pleasure and I’m having to force myself to halt, at least for now, to move on to other projects. The Jupiter 2 is a gem: an elegant design and endearing vehicle!






