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Dark Souls Model Improvement Project
34 posts

Dark Souls Model Improvement Project
@DSMIProject
A mod project that aims to fix errors and surpass limitations of Dark Souls models to achieve a look closer to what the developers intended.
Joined Ekim 2025
8 Following189 Followers

@CrestfallenYT I can utilize some of my Blender skills if you want a fancier bridge.
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Losing my sanity to ''Blighttown'' while testing the mod
Crest@CrestfallenYT
I connected the out of bounds town near Firelink Shrine to Blighttown!
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Dark Souls Model Improvement Project retweeted
Dark Souls Model Improvement Project retweeted

I'm battling cancer so unfortunately I can't continue to fund the mod.
Be that as it may I still want people to be paid for their efforts so any donation for the mod is greatly appreciated.
ko-fi.com/Archthrones
patreon.com/c/Archthrones
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Worth noting I started a Patreon for anyone interested in supporting this project.
patreon.com/c/DSMIP
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@BEAR__49 Remastered to support online play. I plan to edit params to look closest to PTDE as possible.
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@EdgyMcRedgy Thank you! Though it may feel that subtle in video form it feels more obvious in-game tbf, hence I'm thinking of tuning it down lol
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@DSMIProject I love stuff like this because it's subtle but really brings the environment to life. Will def be keeping up with this.
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@Heather_IX Obviously we can't read the minds of the developers but I felt as though they may have wanted the tree to feel like a monumental thing from ancient times, unmoved like it's frozen in time, so making it move too much might detract from that. Idk maybe I'm overthinking it lol
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@Heather_IX I agree but at the same time the leaves visible here are actually huge. It's hard to appreciate on the video but the distances I tuned them to move are rather big. I also am wary of adding things that get distracting or detract from the intended feel.
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@Jack0Knife That's the standard angle limit on the camera for the game yeah. I believe there should be a parameter somewhere the lets you increase it but I don't wanna do that since the skybox dome sometimes terminates at the very top beyond where the camera could view.
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@Gl1773rB0mb It lacks leaves so it wouldn't exactly need it I'd say. I can perhaps animate the small branches near the top but they'd be too far up to notice tbf.
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@DSMIProject Something that would be cool to see animated is the tree that forms the great hollow, as when exiting quelaggs domain it's visible
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@fromsoftserve @_Anonim01 It's very helpful yeah. Though I am also hoping to learn how to edit mtd's. I'd love to incorporate z axis vertex animations into the scrolling emmissive lava materials and subdivide the meshes to emulate Elden Ring's lava to some extent lol.
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@DSMIProject @_Anonim01 Ooo swapping them to one of the foliage mtds is smart!
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@Rockmih It does support parallax and I plan to play around with it once I have a proper workflow to introduce it to decide on such things but I tend to prefer proper manually modeled geometry as it produces an artifcact-free look, and I do personally make sure it stays optimized.
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@DSMIProject Does DSR has parallax? i feel roof like this can make up with just that, pretty cool changes regardless
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@Goety_Diablerie tf you on about lol, I help the guy on his own mod occasionally.
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@DSMIProject we don't care, just die and eat diarrhea - fromsoftserve says it on DM
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