View Full Version : Still: Blood Cells
Well, seeing as I did not follow the new thread rules, my original post got deleted. Sorry to the mods for that. My fault for not reading the new rules thoroughly.
This is my first good render in LW that I feel I can post to the outside world. This was done following the Blood Cell tutorial:
http://mysite.iptic.com/bgdm/blood.jpg
I know that this is not very fancy or very complex, but I am just starting to learn LW and this is, as I said, my first decent render.
If any of you have any suggestions or comments as to maybe what I did wrong, etc., I would appreciate them. I do however consider this finished.
BgDM
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slime
08-13-2002, 03:46 PM
Hi.
Here are some advices.
Try to add some noise to the models. They appear too simillar and geometric. The fresnel effect is cool, but the color is so bright. Instead of red, you could use a lighter red. About the colors, they are too much saturated and uniform. You could try not to use a single color for the texture, but some different colors mixed with a fractal noise or something.
Also try to add more cells. The wall of the vein seems to be blurred but all the cells are sharp. so the depth effect is very poor.
Good luck! :thumbsup:
PS - I'll post soon a simillar image from me I made for a promo reel.
Anton Andriesh
08-13-2002, 03:52 PM
hmmm... looks good! DOF and some cells in the background will make it more "microscopic" :)
dmcgrath
08-13-2002, 04:47 PM
Hey Bg,
You've got some nice elements going. The translucent quality of the BC's ir really nice. As far as the composition is concerned, I thought I could help a little bit by showing you a couple things.
The black #'s are there to show you all the cells that are of one similar size.
The yellow #'s are the same, just a different size.
If you have too elements of the same proportion it will make your image too flat.
The circle is to show you what is called a tangency. Having the edges of two objects touching like that also makes the image flatten out. Even more so when they are not of the same size.
Now I know this is a tutorial, so you don't have to worry about it too much. And if this was an animation of these little things racing past, then you culd disregard all my last comments.
Just keep them in mind when making still compositions. And keep up the good work.
-dan
Thanks for the replies!
slime: I see your point about the noise. I will try that on another project with simalr items to break it up a bit. I also see your point about the colour. Thanks.
Anton Andriesh: I had the DOF set on, but it didn't come out right. I don't know why. I entered the number I got fo rthe distance to the first cell into the DOF settings, like the tute said, but I got really nothing. Any explanation on this?
dmcgrath: I did scale some of the ones in th BG down. Maybe I didn't do it enough. Also, you points about black and yello w#'s, were you posting an image for me to see? If so, it isn't there. Can you repost?
Again, thanks for the comments. It is appreciated. I love this program and can't wait to get better at it. And with all your help, I will.
BgDM
dmcgrath
08-13-2002, 05:11 PM
Im a moron, I forgot to include the image :drool:
here you go, sorry
Thanks dmcgrath! I see exactly what you mean now. I'm gonna play with this again later.
BgDM
flamedevil
08-13-2002, 09:03 PM
Fine.
Try to apply a xray shader, i think it could be more cool.
Anton Andriesh
08-14-2002, 06:52 AM
I'm not a Lightwave user, sorry. You may ask for help in Lightwave forum.
I think that the biggest cell should be focused, and the others blurred, more or less.
MY 100th POST!!! :buttrock: :xtreme: :cool:
chudofsinister
08-14-2002, 03:28 PM
I don't know much about lightwave but Neil Blevins has a great tutorial on this type of shader with 3D max
http://www.neilblevins.com/cg_education/complex_mats_falloff/complex_mats_falloff.htm
Maybe it will be of some use.
chrislomaka
08-16-2002, 08:00 PM
I agree about adding some dof. maybe look into a 3rd party software to do it...?
also, you might want to add just a little fog in there... a dark red-brown color. these sort of shots typically have really crummy lighting that doesn't light up much more than what's right in front of the camera... plus it will help add some depth to it all.
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