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

So the series is finally complete! It only took me 274 days – thats like, not even a whole year! ;)
Wow has it really been that long?

So anyways, it’s finally finished!

Watch any of the 6 parts below:

In this 6th and final part of the series we finish off by compositing and adding volumetric lighting effects to the cycles render.

Download Blend File

In this part we will be doing all the lighting and texturing, starting with the most basic of materials in Cycles, so this is a good opportunity to bite the bullet and start learning Cycles!

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

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.


In this third part, we look at modeling the architecture of the scene, from the basic floor to the detailed support beams on the ceiling.

Feel free to skip a few parts in this record-breaking-length tutorial if you do not need to know how to do the basic room.

In this 2nd part, we will model the contents of the table (including knives, forks, plates and wine glasses) as well as set up a number of array modifiers to duplicate the single table to make eight of them (easily movable for later when we set up the layout of the hall)

In this first part, we will be modeling the tables, chairs and the curtain using the cloth simulator and some base-meshes. In the following 6 parts we will cover everything from mixing the internal and cycles renders to modeling the two types of chandeliers that nobody really even notices – so check back here in a few days!

 

35 Comments

 

  1. 24 Mar ’12  11:40 am by hassan yola Reply

    thank a lot for this amazing work I loved that so much and I've learn a lot once more thank you so much

  2. 24 Mar ’12  12:10 pm by Midnight Reply

    Really looking forward to going through this entire series. No doubt it'll be as excellent as the rest always are. Thanks for all your hard work! YOU ROCK!

  3. 24 Mar ’12  2:18 pm by j-joey Reply

    nicely done Greg, this series helped me a lot, thanks and keep up your great work...

  4. 25 Mar ’12  6:07 am by craig Reply

    Great tut, very enjoyable, liked the "quiet time" during render and I thought the ice cream truck sound was coming from your computer.
    Great ending had me chuckling... I don't even know you...

  5. 25 Mar ’12  2:29 pm by squibblejack Reply

    Yeah !!!! Awesome,
    thanks mr. Greg.

  6. 25 Mar ’12  3:53 pm by Andres Nader Reply

    vey nice, good job almost a year wow.....

  7. 25 Mar ’12  6:20 pm by Andy Reply

    Congrats on finishing it. Unfortunately I now have an ear worm and can't get Frank Mills' Musicbox Dancer out of my head (which I never liked anyway).
    Very nice to see the BI and Cycles render layers composited together. It shows that Cycles' limitations can be side stepped to a certain extent.
    Thanks
    Andy

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  9. 26 Mar ’12  9:00 am by Eva Reply

    YES! YES! YES! I was muttering to myself about not being able to complete this tutorial and here it is :D

  10. 27 Mar ’12  5:25 am by alexds Reply

    very cool !!

  11. 29 Mar ’12  5:58 am by Steve Reply

    You never showed how to do the mist:\

    Great Tutorials,

    • 29 Mar ’12  6:10 am by Greg Zaal

      Yeah I did! Watch part 6, near the end I think

  12. 29 Mar ’12  2:47 pm by Steve Reply

    I'm sorry I mean rays, you didn't show how to do the light rays...

    • 3 Apr ’12  3:31 pm by cookingglen

      great stuff I needed this for my own scene... but how did you do the rays?

    • 4 Apr ’12  12:15 am by Greg Zaal

      I did do it!!! Check at 22:20 - thats the rays rendering! (so look just before that to see how to do it - it's basically just using a spot lamp with halo on)

    • 8 Feb ’13  2:32 pm by Roger

      I think what happens in the video is that the steps are shown to set up the mist but the render result shown for the light rays. Both images are used in the compositor later, but the complete process to create both is not explicitly explained. Using the same light, I created the rays render with lower energy and the clipping end inside of the room. The mist render with higher energy and the clipping end outside of the room.

  13. 29 Mar ’12  5:37 pm by darkcg Reply

    What amazing tutorial!!! Thanks!!!

  14. 1 Apr ’12  6:15 pm by Steve Reply

    Hey Greg! Here's my final result: http://www.pasteall.org/pic/show.php?id=29451

  15. 5 Apr ’12  4:16 pm by Chiel Reply

    Thanks a lot for the great work, i learned so much. Keep up the good work.

  16. 7 Apr ’12  11:40 am by El_Member Reply

    Thanks man, you're really helpful.

  17. 20 Apr ’12  11:42 am by Talha Reply

    Wow, nice, now i dont have to become a cgcookie member B)

  18. 23 Apr ’12  10:24 pm by Hudouriezh Reply

    Bonjour,
    Merci pour ce travail incroyable que j'ai aimé, j'ai beaucoup appris avec ses tutos. Bonne continuation pour votre excellent travail
    @+

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  20. 28 Apr ’12  2:15 am by Elia Nicolin Reply

    Could you put up a download link for the reference image of the cutlery? Great tutorials by the way, I have been looking all over for a tutorial on volumetric light rays in cycles.

  21. 7 Jun ’12  1:17 am by K Reply

    cool

  22. 16 Jun ’12  7:06 am by Jonathan Kim Reply

    It seems that circles arent the same as before; it doesn' have any verts. Im using blender 2.63. am i just doing it wrong?

  23. 14 Jul ’12  3:01 pm by landon kirk Reply

    Did you know that under the scene settings there is the performance tab under this if you select cache BVH this will save the BVH and you wont have to compute unless you change geometry. Also there is the Use Spartial Splits setting and if you check this then the BVh will take longer but the render will be faster good for big sample renders.

    Hope this helps, keep on Blendering!

  24. 14 Oct ’12  3:02 pm by Agnieszka Reply

    your tutorial is amazing, I've been waiting a long time for the next part of this , thanks for the great video

  25. 18 Nov ’12  2:58 am by Calvin Reply

    Do you have a blend file saved at the end of part 5?

    Excellent tutorial btw.

  26. 8 Mar ’13  1:00 am by khalil Reply

    amazing tutorial man, but I encountered a problem . when I render in " blender render" to get the volume data.
    I get this big white blub that doesn't make any sense.
    what should I do?

    • 8 Mar ’13  1:09 am by Greg Zaal

      You probably have to reduce the density/intensity of the volume - could you show a screenshot?

  27. 9 Oct ’13  4:33 am by BlenderN00b Reply

    Great tutorial, thanks for the work you put in!
    Noob question: How do I save the finished composite?

    • 9 Oct ’13  4:52 am by Greg Zaal

      In the image editor, look at either the Render Result or the Viewet Nodr, then with the mouse over the image, hit F3

  28. 9 Oct ’13  5:28 am by BlenderN00b Reply

    Yeah I figured it out in the end. Thanks anyway.
    Now I got banding in the mist, I guess I should have output .png instead of jpegs for the mist and light ray renders?

    • 9 Oct ’13  5:57 am by Greg Zaal

      Try pngs, but you might need to use EXR, TIFF, HDR or some other 16/32 bit image format to get rid of banding

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