FoliMesh

Cliffs and arches for Babylon.js

Vegetation for Babylon.js in GLB: import it with SceneLoader, connect the LOD levels and build forests that run in the browser. This group covers rock walls for game landscapes: modular cliff pieces that snap together, corner cliffs, layered cliffs with visible strata, white chalk cliffs, natural stone arches and full canyon sections. Together they frame valleys, coastlines and mountain passes. Each model ships with LOD0 to LOD3 and collision, so large cliff faces stay cheap to draw and solid for characters and physics. Pivots sit at the base for easy placement on terrain. Every seed gives a new rock layout and erosion pattern, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 6 game-ready models in this selection. Every model has LOD0–LOD3, collision and a pivot at the base, and each new seed gives a new variation of the same species.

Models
6
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

Using it in Babylon.js

Babylon.js loads GLB through the glTF loader in @babylonjs/loaders: ImportMeshAsync (or SceneLoader.ImportMeshAsync in older code), or LoadAssetContainerAsync when you need many copies via instantiateModelsToScene.

  • LOD: lod0.addLODLevel(30, lod1), addLODLevel(80, lod2) and so on; passing null as the mesh hides the object beyond that distance.
  • Thousands of trees: thin instances (thinInstanceAdd with matrices) render in one draw call per mesh; use regular createInstance when each tree needs its own picking or logic.
  • Leaves: glTF MASK maps to alpha-tested PBRMaterial (MATERIAL_ALPHATEST).
  • Collision mesh: set isVisible = false and use it with checkCollisions or Havok physics (PhysicsAggregate with a MESH shape).

Other categories

Same in other styles

Same for other engines