Thanks for the comments.
@andrepazleal: I’m using the scene as provided with the challenge and the candles are modeled straight. A couple drops of wax would make it more real though.
@Atom: Yeah. the noise in the brass was on purpose. I lowered the sampling to reduce render time but also to get a rough look on the brass. The wax uses subsurface scattering and is translucent but I could not really get the deep SSS that I was looking for especially near the flame even after tweaking the SSS properties for a couple hours so the way they are right now are the best I could get. Initially, I had the intention of making the vase as glass. But the model does not have a double wall ant it looked funny. Also the Fresnel handling is broken and I could not get the fresnel look I was looking for so I opted for a brass look at first and then for a black ceramic or porcelain look and that is what we have now. In the end, the final texturing is the result of a lot of compromises. Not quite what I had in mind when I started.
@sick: I had quite a lot of problems texturing the candle flames. I just could not get the texture to apply with the right coordinates. So I separated the flames from the candles. It eased the texturing but still did not solve the UV mapping issues I had so in the end, I opted for a Blend texture. There again, not quite the result I had in mind but it works good enough for the purpose of the scene.