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  • hey this is Kev with blender binge back with another tutorial for you this time

  • we're gonna be making medically illustrated stem cell looking thingies

  • and if you go any type in stem cells you see like a ton of images that look very

  • similar to this so I'm just gonna say that this is probably the agreed-upon

  • way to illustrate stem cells out in the world if you're not looking at it under

  • an electron microscope got it let's get started the first thing I'm

  • gonna do is I'm going to use a default cube I'm gonna select him and I'm gonna

  • hit control v on the keyboard now why the heck would I do that here's why if I

  • go over to the modifiers tab over here that just added in a subdivision surface

  • so I didn't have to go look ahead modifier and buy subdivision surface and

  • then set out so I was just able to do it control v normally I would never hit

  • control v because that would choke most computers but being that we started with

  • a cube low resolution we just get this so now what I'll do is viewport is set

  • at 5 render I'm going to set at 5 so that way when I hit render later I don't

  • have an oops look at that it looks like crap it's gonna look like pretty much

  • what I want it to look like ok you'll see later

  • now second thing I'll do is I'll create the nucleus so to do that I'm just gonna

  • go to add modifier I'm going to say displace and it makes it huge not what I

  • want I'm gonna hit new it makes it small again not what I want

  • Thank You blender so what I'll do is I'll hit this little thingy over here

  • show texture tab intro texture and texture tab which is the same as hitting

  • this so I'm not sure why these are both here but hey that's cool whatever so I'm

  • gonna hit that and I'm gonna say type not image or movie and I'm gonna say

  • Voronoi and boom hey look at that that's kind of cool

  • and then distance metric I'm gonna change this to distance squared there's

  • no real reason I'm doing this other than the fact that I just kind of like the

  • way it looks so I'm gonna take this I'm gonna say object I'm gonna say shade

  • smooth and then I'm gonna go back to my little wrench here for modifiers I'm

  • going to turn the strength down I'm gonna go negative like point 3 and look

  • at that I now get this cool like blobby look and that's just what I would

  • imagine the Selden stem cell nucleus would look like because I fiber saw one

  • here life which I haven't and you probably

  • haven't either what's your a scientist so what I'm gonna do now is I'm gonna

  • make the membrane to do that I think I'm gonna add a you know I'm gonna just

  • duplicate this cuz why not I like I have it like why not duplicate it right

  • though shift D duplicate it so click once so it's not tied to this move tool

  • and then you're gonna hit s on the keyboard and scale it up just a little

  • bit and with this I can kind of just take down the strength of this and I can

  • also go ahead and instead of using Voronoi here I can use light let's see

  • noise I don't like that Stu sheets to choose let's say stuccis doosh doosh

  • doosh e stucci sounds good maybe purlins improve purlins sure

  • that's fine that'll probably work for what we need right now so now let's go

  • ahead and begin to shade this thing so the first thing I'll do is I'm gonna

  • turn on evey so I'm gonna go over here to rendered up

  • this little thing I'm gonna go to my little back of the camera thingy or

  • whatever render and I'm going to say screen space reflections I'm gonna go in

  • here I'm gonna turn off half rest trace and I'm gonna turn on refraction yeah I

  • like that yeah that'll work men shadows I think I'll turn on high

  • bit and soft shadows cuz why not I'm I'm in here I'll use it that's fine and

  • that's probably good enough I think I have everything set the way I want it so

  • I'm happy yes happy so what I'll do now is I will use the shading so I could go

  • here and use the shading tab but I think I just want to use this so I'm just

  • gonna go down pull up a little window here and I'm going to say shader editor

  • so now I have a shader editor and we can see everything and it looks great and

  • blah blah so what I'll do is I'm gonna say my original cube which is the one

  • inside here I'm gonna rename to nucleus it's not new coulis

  • nucular its nucleus and then I'm gonna change cube ah double click and say

  • membrane insane whatever so check that out or cool I like that now oh okay so

  • membrane I have this material I'm gonna go ahead and I'm gonna say transmission

  • all the way up and you see absolutely nothing happening in here the reason for

  • that that we don't see through this is because they don't give us this by

  • default so we have to go down here to material alright for membrane material

  • we can go scroll all the way down and blend mode I'll say alpha clip turn on

  • screen space refraction okay so we'll play with refraction depth and we're not

  • gonna really touch that yet what we need to do also is realize that nucleus and

  • membrane-bound the same material so let's go to nucleus here let's go to the

  • materials tab scroll up and we're gonna add a new material to nucleus and so I'm

  • going to go ahead and I'm going to name this one membrane and this one I'm gonna

  • hit new I'm going to call this nucleus shader or whatever and I'm gonna hit tab

  • with nucleus and then I'm just gonna hit a sign so yeah I have nucleus on a sign

  • and hit tab again and now I have the nucleus inside there so for nucleus here

  • I can go ahead base color change it to whatever I want like red it's fine and I

  • could turn the roughness down make it shiny leave that as is and what I could

  • do here on membrane now is I could turn the roughness down and you see we're

  • seeing through it well that's kind of nice and what if see how it's like

  • really refracted if I don't want it to be super refracted I can take the

  • refraction depth and kind of play with that

  • and you can I mean you can get really really accurate here but if you're doing

  • just like kind of artistic looking stuff you can just kind of leave it as is and

  • find something that you're kind of happy with and then I'm pretty okay with for

  • now so roughness here you can turn that up and give it more of like a rough kind

  • of membrane but you get the you get the picture

  • next what I'll do is I'm going to play with the world so I'm gonna go over here

  • to object I don't change this to world and if I scroll with my mouse and I pull

  • out here I could see I have a background background here change it to black

  • nothing change it to white see everything so you can play with this or

  • you can do something really interesting with this and go add or hit shift a

  • either one go to texture I'll say Voronoi I'll color to color and there I

  • have kind of a cell looking shader and again you could put anything in the

  • background here HDRI anything anything you want but I'm just gonna do this for

  • the sake of this video and then I'll make it a kind of a bluish color maybe

  • so I'll go shift a get a converter color ramp take Voronoi out here factor to

  • factor color to color and now I can go ahead and change this to whatever color

  • I want so I'll go like a kind of light blue I don't know something like that

  • and you can play with the scale and just kind of get something that looks

  • somewhat interesting to you and you can also take another Voronoi shifty take

  • the factor plug that into like scale and start getting really kind of broken up

  • looking stuff so there's a million things you can do here there's no one

  • way to make anything look cool I'm just doing this for the sake of the video to

  • throw a background in here and start getting some refraction and reflection

  • in this object okay so next let's play with the camera will

  • so I'm just gonna take the camera and position it so I'm gonna select a camera

  • and I'm gonna hit alt R and alt G that centers it and clears out the rotation

  • now what I could do is select this little arrow up here and I'll go to

  • rotation on the X I'll hit 90 that's just gonna face it right down that way

  • go to the move tool pull it back a little bit and now I could hit 0 and

  • there we go so we're starting to get something that's passable as a as a you

  • know decent composition so now we can work on the lighting so notice I did not

  • turn on lock camera to view if you do that you can kind of scroll around and

  • move the camera around but I'm gonna leave that off for now and I'm just

  • gonna work on lighting so quick quick and dirty lighting here simply gonna add

  • and empty into the center and then I'm gonna add in a light and I'm gonna say

  • area light and I'll pull back pull that area light up and then I think what I'll

  • do is I will I'm gonna make that stare at the center so what I'll do with that

  • is go to constraint hit track to Target choose my empty and then for this one

  • I'll use negative Z and I'll just leave it at that it's not active right now

  • because it's not working but we're gonna we're gonna change that in a minute

  • so I'm gonna hit shift D now to duplicate this guy and pull them around

  • and you'll notice that he still has the constraint on it so now all I have to do

  • is just kind of find find his happy place which is on the Y so you leave

  • that there just hit up Y and there you go so now I have this guy staring

  • straight at this as well and then I can duplicate him shift D okay pull him over

  • and he's looking that way too so now I have kind of a three-point lighting

  • setup where I can just find whatever looks cool to me

  • and go with it so what I can do now is hit zero again and start playing with

  • the lights so area light one is above us

  • I don't even need this on anymore but I'll just leave it for the for the sake

  • of it why not it's not hurting anything and I'll say power 150 and I could take

  • the size here maybe go 25 it's pretty big and 1,500 I start getting something

  • something workable 15000 I start getting something really crazy and I could see

  • that this thing is a kind of flickering so to fix that this is really quick fix

  • not sure this is like a really great solution or not

  • but you could take viewport here sampling so if you go here to render and

  • just turn that down to zero and that just kind of takes that flick or I'll

  • for now so we're not looking at anything it's crazy so now I get to take these

  • area lights here and I can play around a little bit more so I can click on the

  • light so a hit area click on the light and I can give it more so let's say 150

  • from the side 1500 from the side blow that up to like 8 1,500 other side blow

  • that up to 18 and then you can move these around and kind of find something

  • that you're happy with and these work is lights in the real world so the further

  • you pull them away the less intense they get and they pull them up on the wall on

  • a Z pull them back a little bit more and you start getting start getting lights

  • and a look that you can kind of dig you can go back and play with these it as

  • well so let's see if I go to world and I go to object here

  • okay roughness it's up a bit you can see you pull it out pull it in and start

  • getting something that looks kind of selfish and now we can also do is I can

  • back out of here so what I'll do is I'll go to get a view lock camera view scroll

  • out a little bit and I can make this guy membrane hit s make them a little bit

  • bigger and now I'm starting to get this shape

  • so I can also go to membrane here or nucleus and what I'll do is I'll turn on

  • some subsurface scattering and my base color here I kind of push up something

  • interesting and the membrane here also really play with the strength and I can

  • also go back to texture here play with the size a little bit make it more

  • membrane II go back here strength like negative one and you start getting

  • something something usable no we could also do here is take our area lights

  • kind of pull them out and get something that kind of works

  • now it'll do is I can duplicate the heck out of this thing so I'm going to take

  • off look lock camera <