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I have a project that I am working on for science class. I am trying to make a cell and am having a lot of trouble with getting the cells to look realistic.

I am also farely new to working on shaders without a tutorial.

This is the cell so far:

enter image description here

However I don't like the look of it so far. It kind of looks like a bad modelled primary school example of a cell - which is not what I am trying to achieve.

What are some things I should change about this render?

And what should I do to take that primary school 5 minutes modelled class example look out of it?

I am trying to make it look like this:

enter image description here Thanks you :)

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  • $\begingroup$ Hello, do you have some reference image to show how the cell should look like? $\endgroup$
    – moonboots
    Commented Mar 3, 2022 at 8:41
  • $\begingroup$ @moonboots yes i do, i will put it in the post $\endgroup$ Commented Mar 3, 2022 at 8:45
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    $\begingroup$ I meant some inspiration 3D picture to see how other 3D artists have made it? $\endgroup$
    – moonboots
    Commented Mar 3, 2022 at 8:48
  • $\begingroup$ is it supposed to look like this: zupimages.net/up/22/09/pwyy.jpg or like this:zupimages.net/up/22/09/fguf.jpg $\endgroup$
    – moonboots
    Commented Mar 3, 2022 at 8:52
  • $\begingroup$ @moonboots Yes, I am trying to make it look somewhat like the first one - thank you. $\endgroup$ Commented Mar 3, 2022 at 8:55

3 Answers 3

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If you want to come close to the first picture I link:

enter image description here

It's a mix of several things, like good lighting and good material. In your material you need to use a bit of Subsurface Scattering in order to have something a bit translucent (don't forget to change the Subsurface Radius values that are in RGB). Also give it a bit of noise to get color spots and 3D relief. At last, tweak the Roughness and Specular in order to get the correct reflectivity:

enter image description here

enter image description here

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In addition to J. Flutto and Moonboots’s answers, I would also suggest giving the liquid a bit of refractive transparency as well with a mixed-in Glass shader with very low to no roughness to make the liquid look more watery (as I recall intercellular fuel is).

If you’re using Cycles, you should be set. If you’re using Eevee, though, you’ll need to make sure to set screen space reflections and to also set the liquid material to refractive in the Material Options panel. While you’re there, make sure the liquid and all objects visible through it do not have “Alpha Blend” transparency set. If these conditions aren’t met, then the glass shader won’t look right.

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Better lighting goes a long way. Maybe try an HDRi? And maybe also change the roughness of those materials and add a bit of Subsurface Scattering.

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