Dark Souls Model Improvement Project (@DSMIProject) profile picture

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 October 2025
Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)Photo by Dark Souls Model Improvement Project (@DSMIProject)
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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One thing that always disappointed me about DSR is how they did nothing to address the flatness of the trees in the game. I didn't quite model individual branches in my approach but I gave them much more needed "volume" on top of applying the wind animation shader on em here.
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Dark Souls Model Improvement Project retweeted
復讐者サンド
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Dark Souls Model Improvement Project retweeted
I was given the opportunity to make an official preview and install guide for the Dark Souls 2 Seamless Co-op mod, which is coming out September 22nd. Please give it a watch!
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Dark Souls Model Improvement Project retweeted
I wanted to share some really excited wip pics from the @DSMIProject "Dark Souls Model Improvement Project" which aims to update DS1's models to be so much more geometrically dense, something I attempted poorly in my re-remastered mod. but here, the work is extraordinary!
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Decided to put this asset side by side to better showcase how much it changed. The old asset relied on a flat edited photo. I modeled the whole thing from scratch and I'm happy with the results.
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Yet another example of assets that were made in 2D which I've manually created 3D versions of. This time the source for the original textures are real life statues of Benvenuto Cellini as well as Saint Antoninus. Very happy with the result with poly counts kept within reason.
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The niches that the statues sit in I sourced from DS3's iteration of this mesh, wherein the niches are empty and lack the statues. Here's a front view and the 2D texture they use, and some stock photos I found of the irl original statues I found online.
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While I love working on grand and transformative details, there's also a lot to love about adding small details that players normally don't even pay attention to. This lever object cost me a couple hours but felt well-worth the effort (2nd pic is how it originally looks)
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Still a work-in-progress but here's to one of my favorite parts of this mod, making proper models out of flatly-textured (seemingly from a real life photograph) decorative reliefs for Anor Londo. As always the 3rd and 4th pic are how it originally looks like.
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Side note, if anyone knows where this relief was photographed originally, and could maybe share higher resolution photos, that'd help my work a lot in modeling more details into it.
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Dark Souls Fun Fact of the Day: In a rather funny oversight, the painting of Ariamis floats in the air. They modeled no supports for it to sit on nor anything for it to hang on. For my mod I modeled both metal beams to hold it up and 3 sets of chains on which it hangs (pics 3+4)
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You may have also noticed the Painting's frame looks more detailed now. I added such embelishments inspired by the texture and the normalmap, which are both excellent and imply a lot of details. Proud of the curves I was able to produce with it.
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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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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:
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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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 retweeted
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 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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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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