
Assembly Room



Working on Lightyear was incredibly fun. The production design wanted a classic science fiction look about it but with added warmth and humanscale tactility. The director didn't want a hard and crisp universe but something friendlier and dynamic while retaining the precision of mass produced elements. I was given the opportunity to establish the look of the film by creating the basis of all construction elements for the built world of Lightyear. By creating a lightweight kit of parts that included modular girders/beams, columns, trusses, tanks, floor and wall panels, doors, hallways, elevators, piping, access terminals, etc, we could build most anything with these elements and supplement with more unique geometry to add variety and purpose. The team would use any and all of these parts to make the world of Lightyear.
​
Interestingly enough, the "Zurg" world was slightly different. Although similar, the archtecture needed to have a more angular and sharper look to it while still maintaining soft edges for lighting and shaping.
​
I also created full environments that included the main hangar, the assembly bay, launch doors and Zurgs computer console.

![]() Assembly RoomModeled everything but the ship, ship carrier and fuel station. This was a huge model which lead into the Launch Room. The launch doors were also a fun model, fully rigged for animation to open and close with multiple doors and actuators. | ![]() Zurg at his console deskZurg was extra large and so is his console. Multiple monitors, switches and dials all rigged with internal lighting | ![]() Zurg's destroyed consoleFellow modeler, Gaston, took a damage pass to my original console. | ![]() IP Assembly Roomdefault lighting, cranes and doors are fully rigged |
|---|---|---|---|
![]() Assembly Room FloorFloor contains tracks for the vehicle carrier. Floor panels are USD assets dressed within the model as are most of the duplicated props to save weight | ![]() Assembly Room CeilingCeiling also have lighting built into the model. Trusses are USD assets dressed within the model as are most of the duplicated props to save weight | ![]() Assembly RoomThere are multiple adjacent rooms/areas to the assembly room to house supply areas. The Assembly room is broken up in to multiple models so that areas not scene can be switched off for rendering | ![]() Main HangarThis room has a fully rigged elevator floor to move the ship from below the hangar. Doors are placed between rooms as connecting elements and to help hide transitions. |
![]() Main HangarAll practical lighting is modeled contain actual renderable lights. I also created dress-able lights embedded into the floor. | ![]() Zurg HallwayThis hallway is typical Zurg with a greenish ting, harsher edges and angles. I created a modular hallway section and doors, all built to Zurg's scale with more human scale details. | ![]() Modular gangway partsI created this asset to so that it could be used almost anywhere. Multiple heights and lengths and accessories for covered or open paneling. The floors also have built in groundplanes for character foot interaction. | ![]() Modular gangwayClose up of panel details. I kept the weight as light as possible without sacrificing any wanted detail. |
![]() Modular trussesConstructed a modular truss that could be resized for small, medium and large. Variants with or without paneling. This had enough detail that it could also be bent, used as a curved structural element as in the launch room walls. | ![]() Modular PipesCreated multiple sizes and designs for the pipes. PIpes help to fill voids and large areas of empty space with softer highlights and clean curvature | ![]() Modular hallwaycreated multiple hallway sections to add variety. Variants have open and closed paneling. |















