Dark Souls Model Improvement Project

46 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.

Katılım Ekim 2025
10 Takip Edilen232 Takipçiler
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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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@thunderba11r My tolerance for jank has always been higher than average so I was on the same boat. Didn't even mind Bed of Chaos, and by the same token I also enjoyed DS2/3 a lot. No amount of internet essayist snark is gonna change that.
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thunderba11r | 🎮 DS2
thunderba11r | 🎮 DS2@thunderba11r·
Am I crazy I never noticed a crazy falloff during the second half of Dark Souls 1 (apart from Bed of Chaos)
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@CarlosH00455849 Dark Souls 1 is much more basic by comparison. They use a lot of shortcuts and very limited sun shadowmap as the only source of dynamic shadows. They do a good job utilizing those shortcuts but they have clear limitation and show their age.
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@CarlosH00455849 It's a much more advanced version of the engine though. It has more complicated shaders to compute, particle effects, and features shadowmaps for some point lights and spot lights, plus most importantly it has much more dense meshes and more textures.
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While Dark Souls 1 lacked means of rendering proper volumetric shadows, it still did a decent job faking volumetric lighting using alpha cards all over the place. I'm currently replicating that technique in places I feel benefit from it. (Work in Progress, might tone effect down)
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@fromsoftserve Thank you! One decent trick to avoid harsh clipping is to start with very low alpha values per texture card, then duplicate and displace it a bunch. Every window in this shot has like 16 cards next to it (varying their UV's also helps since the effect is too obv if not)
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Crest
Crest@CrestfallenYT·
I thought I deleted a part of the texture by accident but that's just part of the game
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I've watched te development of DS2LE's PT Mode from the sidelines and a lot of the complaints to PT seem to stem from a misunderstanding of how much control it has to offer. I recommend people pay attention as it can be made this faithful as one wants it to be, prime example:
fromsoftserve@fromsoftserve

on the left is vanilla dark souls 2 in forest of the fallen giants. on the right is how it looks after spending some time tonight on an unreleased (yet!) version of my second sin mod with pathtracing thanks to DS2LE PT. really trying hard to keep the original vibe

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@AesirAesthetics (Personally I'd prefer it retain some of the greenery of the original for instance, a change I'd easily make in my personal use preset, but even without such a change it's still much better than the above screenshot)
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@AesirAesthetics It's also very accessible to work with so I do recommend people give it a try if they want to make their own presets. Also it's still in beta stage and many things are subject to change. For Alonne's arena for instance here's how it looks right now x.com/DS2LightingMod…
Dark Souls Lighting Engine@DS2LightingMod

Alonne's Arena had technical bugs which are now fixed. It had a bug where the skybox is not being detected and normal map tiling was wrong. I was able to fix the skybox detection issue, was well got a new roughness map made thanks to @TriviaTex , here are updated shots.

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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 retweetledi
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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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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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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