trick with big props (if u use SFM) is to make them smaller and put some rim lighting on it and it will look like it's distant if placed right.
by "placed right" I mean maybe by adding other clutter objects too (maybe like trees, mountains etc) that adds depth to the image, and then place them in a way that makes the citadel look distant, even tho it's literally right close to the camera, but then you don't have to fiddle around with ridiculously big objects in the editor (or in a gmod map).
edit: and then look at reference photos too of the citadel. Valve's hl2 concept drawings of the combine structure with the citadel looks so great
edit2: there's also some empty space in the scene which can be filled in with different props, just w/e you find really, what I do in my scenes is I just add literally whatever and place it around randomly, and drag it around etc. and then delete it again if it looks off
unorganized af cus idk how to make folders in this shit
trick with big props (if u use SFM) is to make them smaller and put some rim lighting on it and it will look like it's distant if placed right.
by "placed right" I mean maybe by adding other clutter objects too (maybe like trees, mountains etc) that adds depth to the image, and then place them in a way that makes the citadel look distant, even tho it's literally right close to the camera, but then you don't have to fiddle around with ridiculously big objects in the editor (or in a gmod map).
edit: and then look at reference photos too of the citadel. Valve's hl2 concept drawings of the combine structure with the citadel looks so great
edit2: there's also some empty space in the scene which can be filled in with different props, just w/e you find really, what I do in my scenes is I just add literally whatever and place it around randomly, and drag it around etc. and then delete it again if it looks off
unorganized af cus idk how to make folders in this shit
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