In this tutorial series we'll be creating this image from scratch

In this tutorial series we’ll be creating the above image from scratch
Welcome to the fourth part of the Breakfast Hall series!

Part 1 > Part 2 > Part 3 > Part 4 > Part 5 > Part 6

When I first came up with the plan for this 6-part series, I guess I was a little too excited to realize that it would take a bit more than a single video to model both chandeliers and a medieval torch holster.

So I’ve decided to split this one part into three sections:

  1. Modeling Chandelier #1 – Extensive text tutorial
  2. Modeling Chandelier #2 – Time-lapse
  3. Modeling Torch Holster – Video Tutorial

So without further ado, here is the text tutorial:

Section 1

Modeling Chandelier #1
Click here for the huuuuuuuuge text tutorial

In this tutorial consisting of about 70 screenshots, you will learn how to make the above chandelier.

Section 2

This video is a time-lapse of the modeling of the second chandelier. I figured it would be pointless to create another tutorial that is effectively the same as the previous one – so this will serve better as a time-lapse.

Section 3

In this video tutorial, we go over the modeling of the torch holster as well putting the three models into the original Hall file.




  1. 28 Aug ’11  5:28 pm by Timon Reply

    Hi Greg, I have to say that this looks very good, but in the other hand, isn't it better making the same model with a lower polygon count? As far as I can see there are too many more than needed.
    And please don't get me wrong I'm just trying to see things in a different way. It would also improve the computer performance, what do you think?

  2. 29 Aug ’11  4:49 am by Bawss Reply

    Personally, I defenitely would have worked with less polys. Can't stand working with that kind of choppyness. But to each his own, if he feels OK with working like that it's allright. More geometry usually gives a better look and feel of the end result. Unless it's a realtime piece you're working on ofc. :)

  3. 30 Aug ’11  5:51 am by birckof Reply

    very good, I was expecting, but it is true that already has too many polygons and costs to move the scene. I hope the following. thanks

  4. 1 Sep ’11  3:34 am by evaf Reply

    Yay! It was a long wait :D

  5. 9 Oct ’11  7:11 am by dennis Reply

    you could use an edge split modifier at the beginning of section 3 instead of making all these loop cuts to avoid the strange look

  6. 27 Nov ’11  11:52 am by Weldrid Reply

    Hi :)

    I'm very inpressionned for your work, congratulations ! ;)

  7. 5 Dec ’11  5:38 pm by Ian Reply

    Just curious if you're planning on finishing this series.

  8. 4 Jan ’12  1:30 pm by OldMan44 Reply

    I, like a number of others, would like to see you take this tutoral thru to the end. It is one of the reasons that I decided to subscribe to your site. Would like to see the Car Park one finished to; though I understand that you decided to leave that one unfinished.

    Both of them deal with architecture which hasn't been covered very much since 2.5/2.6 has come out.


  9. 4 Jan ’12  2:22 pm by OldMan44 Reply

    I almost forgot. Remember what you said in your "Texture Painting Tutorial"? Words that went something like: "You can't say you are going to do something and NOT do it".


  10. 10 Jan ’12  6:27 am by Ian Reply

    Ouch, using your own words against you. ; ) Greg, I too would love to see this tutorial finished. Could you let us know one way or the other if you plan on finishing this? Thanks, and happy new year to BlenderNerd!!

  11. 10 Jan ’12  10:47 pm by Greg Zaal Reply

    Yes yes I'll finish it :P when I get back from holiday in 2 weeks it'll be [one of] the first thing[s] I do. :)

    • 11 Jan ’12  7:16 am by Ian

      LOL. Pesky, aren't I? Enjoy your holiday, Greg!

Leave a reply


Your email address will not be published.