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It definitely has its challenges. The Nihilanth model seems to work best when you can zoom in, but obviously that makes it hard to get a good view of it in its entirety. A long shot makes it more visible but it's harder to make it look imposing. That might make it difficult if you want a shot reminiscent of the game's boss fight. I had to take some liberties with the map by adding in a ledge for Lara to be standing on in order to get around that problem.
I did find that increasing ToneMapScale on the camera can help with visibility of the map, depending on your camera position. Increasing the bloom can also make the crystals brighter.