Tuesday, 9 February 2010

Constructing a Red Blood Cell

Constructing a Red Blood Cell
This is a step-by-step record of a construction of a red blood cell. Firstly we will create a chamfer cylinder. This is done by selecting extended primitives from the drop-down box where selected primitives is.
After doing this create a cylinder with a radius of 25, a height of 15 and a fillet of 5. This should produce the following.

After this is created, apply an edit mesh modifier. This is done by selecting edit mesh from the scroll down menu in the modifier bar.
This will then convert the shape and produce the following on screen.

Now in order to make it look like a red blood cell, we have to reduce the centre of the blood cell by chamfering it. This is done by firstly selecting the centre vertices in the middle of the cylinder. With that selected, change the chamfer value from 0 to 9. This will then produce the following.

The same needs to be done on the other side of the cell.
To chamfer the selected points, we need to simply move them down to 8.5 by typing the value in on the bottom of the screen. Then select the bottom mesh and change the value to 6.5. The following should now be seen on-screen.

Now we need to add a noise modifier in order to make it look more realistic. This is done by selecting noise from the modifier list. This will then produce the following on-screen.

Now on the left hand menu, type in the following values:
Seed – 8
Scale – 15
Strength X – 7, Y – 5, Z – 4
Entering these values will show the following.

Afterwards, we need to apply a mesh smooth modifier in order to make the whole item smooth. To do this, we simply add mesh smooth modifier from the modifier list with the whole shape selected. When that is done, the following should be produced.

Constructing the Environment
To construct the environment, let’s firstly hide the blood cell we have constructed. To do this, simply right click and select “hide selection.” Now we need to construct a plane. To do this simply select plane from the standard primitives area. Enter the width and length at 500 and make sure the length segs and width segs are 20. Upon completing the above, the following should be displayed.

We also need to apply noise in order to make it look more realistic. Select Noise from the modifier list and enter the following values on the right hand side:
Seed – 6
Scale – 70
Strength X – 30, Y – 30, Z – 30
The following should be produced:

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