Dark Souls Model Improvement Project

34 posts

Dark Souls Model Improvement Project

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.

Se unió Ekim 2025
8 Siguiendo189 Seguidores
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Dark Souls Model Improvement Project
Dark Souls Model Improvement Project is a mod that seeks to fix faults found within meshes in Dark Souls Remastered. This includes mesh holes, floating objects, and more interestingly adding back details that the developers had to strip back, e.g this skeleton pile.
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Using the right material setup and method of subdivision, I can give such withered trees a lot more details and vertex animation support. With careful setting up I am able to make the thinnest parts sway the most and that gradually transitions to the rest of the branches.
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Dark Souls Model Improvement Project retuiteado
fromsoftserve
fromsoftserve@fromsoftserve·
surprise 1 hour video showing almost every area in my pc remaster mod of bloodborne, as it's nearing completion. Just polishing now. Includes: dynamic shadows for everything, higher res textures, new spec maps, parallax occlusion mapping, better AA, better SSAO, and more!
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Dark Souls: Archthrones
Dark Souls: Archthrones@Archthrones·
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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Dark Souls Model Improvement Project
Anor Londo is undeniably a fan favorite for a good reason. In giving it some love, I sought to give it geometric detail that is in-line with what is already there in the textures rather than replace it with something that isn't there. The video clip shows off swaying on bedding.
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I might tone down the swaying as it is in-doors, but I'm still very proud of the frills as the base game mesh was rather flat. The wooden panels were also flat and the chandeliers were very low poly and missing wooks. Here's what they all looked like in vanilla for those curious.
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Dark Souls Model Improvement Project
In gaining mastery over Dark Souls' model materials, I am able to bring to life static elements of the scenery, such as the two giant trees above Firelink Shrine. I might tune the effect down but for now this is a good demonstration of the details one could expect.
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SkyNightlie
SkyNightlie@EdgyMcRedgy·
@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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@Jack0Knife·
@DSMIProject Is looking up locked to a certain degree?
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Comedian
Comedian@Gl1773rB0mb·
@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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Dark Souls Model Improvement Project
@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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@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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Rock
Rock@Rockmih·
@DSMIProject Does DSR has parallax? i feel roof like this can make up with just that, pretty cool changes regardless
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Flat roofs are a common sight in earlier Souls games, and it feels really good to give them more detailed geometry. (As usual, 1st pic is before, rest is after)
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Goety Diablerie
Goety Diablerie@Goety_Diablerie·
@DSMIProject we don't care, just die and eat diarrhea - fromsoftserve says it on DM
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In a fascinating twist, I managed to figure out how to apply cyclical vertex animations to meshes that previously lacked them. Dark Souls Remastered uses this technique on vegetation a lot, and I managed to it onto these ragged cloth meshes found throughout Undead Berg.
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