DS1 is no longer limited by the PS3/360 and here's why
16,985
Published 2024-07-05
The Blender Soulstruct tool is what allows me to do this mesh work for DS1. Check it out here: github.com/Grimrukh/soulstruct-blender
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My mods:
Dark Souls Re-Remastered mod: www.nexusmods.com/darksoulsremastered/mods/642
Vanilla DS2 Remastered:
www.nexusmods.com/darksouls2/mods/1240
DS3 Embers mod: www.nexusmods.com/darksouls3/mods/1649?tab=descrip…
Find me also in these places:
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twitter.com/fromsoftserve
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Playlists:
DeS Modding: • Demon's Souls Modding
DS1 Modding: • Dark Souls 1 Modding
DS2 Modding: • Dark Souls 2 Modding
DS3 Modding: • Dark Souls 3 Modding
All Comments (21)
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you are now required by Gwynevere to like, comment, and subscribe!!!
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there's something so satisfying about seeing low and high poly model comparisons
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I feel like adding polygonal fidelity, even if just to the intended-to-be-smooth pillars, can be a slippery slope. It might be a quick and easy fix, but there's bound to be a spot where the high-poly asset clashes with a clearly contrasting low-poly one that's much more complicated to fix. Then if you start fixing more than cylinders then where does it end? Gotta remember that the whole game is "balanced" around a level of detail, and you can knock it out of whack, like a lot of mod-assets do. I'm sure you know where to draw the line, but putting this out there anyways :) Cheers for the good work!
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Something that might be valuable for you to know. When you export a mesh to a game engine, it triangulates the mesh because that is how it's expected to be read by most game engines. So these incessant triangles you see in the mesh in blender, where a quad absolutely has become two triangles are the result of that. There is a way to automatically quadify a mesh. Altho I don't remember the exact workflow in Blender. But that is very helpful, so you can make cuts and additions that make sense to the original mesh. The tris are a lot of times difficult to work with when making loop cuts etc. There is also a specific setting in the top right corner, which allows you to add vertices without sliding the UVS under options, Correct Face Attributes, it can be incredibly helpful.
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This mod looks incredible man! The best thing about videos like this is that you can notice the flaws in the texture mapping and fix them later, and receive quick feedback from some players about the mod, very good indeed
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Dude I feel like this specific update is a real landmark moment in this mod. I'm SO excited to see this continue development. This is one of those games that truly deserves all the countless hours of work, research, and I'm sure plenty of hair pulling you give to it, and I'm extremely grateful for your work, buddy! Keep on keepin' on.
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20:10 hmmm. I don't know, something about seeing a brick pillar turned into a perfect cylinder looks... off.
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A tip for using blender! If you wanna use the original mesh and subdivide it you should add a loop-cut to the edges. Like a small bevel. That would make it not squish down when you subdivide it.
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Dude, I actually think the hexagonal pillars in the new church and I can see them making sense there!
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Dude, I love you and your work so much! Thank you!!!
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Something is wrong with your columns mesh normals. I think maybe your smoothing angle is too high, causing the 90° angle between the side and bottom to round out which is causing the shading to be incorrect. In an unrelated note it'd be amazong if you could do something about the texture tiling by implementing some more modern anti-tiling techniques (like sampling two similar textures and blending between them). Large brick/stone walls look super repetitive.
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Rectangular and polygonal pillars are very common in Gothic and late Classic architecture (even tho they typically "bulge out" on the faces, making them round-ish), particularly in pillars made from bricks. Circular pillars are typically chiseled or constructed in segments. Checking the texture to see whether it's a smooth pillar or a bricklayered pillar might therefore be helpful to discern whether it's intensed to represent a circular pillar or a more polygonal one. I suggest referencing concept art, and the buildings from which FromSoft took inspiration from, but also the sort of rules, principles, precepts of this kind of architecture. I mean, theres a lot of jank in the world design of DkS, but take care that you don't overfix things :3 (even if there sometimes might be knee-jerk instincts to make things nice and symmetrical and, uh, geometrically "intentional", so to say, I totally get that)
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I'm pretty certain that the pillar you point out that is square, but looks smooth is because they wanted it to look smooth and damp so they used even normal smoothing on it across it's edges Instead of sharp ones. It's probably meant to look sharp but almost like it has grime/moss growing on top which would make it appear smoother.
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thinking about getting remastered just to play re remastered
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Your attention to detail is on another lvl 🤙
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8:40 its not unusual for an old build to have different materials for the same architectural part. Sometimes builder run out of a material, or something is destroyed and fix later, or it doesnt age the same way because of various exposition to elements
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You're doing the polish in Re-Remastered that the original Remastered should have had. Respect!
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The PS3 is such a funny console to me. Powerful enough that it became a staple in makeshift supercomputers, but so alien that most ports ran like dogshit. ...Honestly, updating geometry like this seems significantly more important since you've added dynamic lighting. In the base game, the lighting is so flat that I'd never notice that those pillars weren't round. With all the shading, it's much more obvious.
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been following forever. finally downloading
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@fromsoftserve you are absolutely the best kind of sicko and we all love you because of that. So delighted with all the awesome work you've been doing with the entire series.