FoliMesh

Caves and crystals in Low-poly Style for Babylon.js

Faceted low-poly look with flat shading and vertex colours — no textures at all. 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 underground props for game levels: crystal clusters such as amethyst, quartz, emeralds, rubies and ice crystals, plus a magic crystal, a geode, stalagmites and stalactites. It also includes ore deposits for iron, copper, gold, silver, coal and mithril, and glowing mushrooms that light dark passages. Each model ships with LOD0 to LOD3, collision and a pivot at the base, so it can be placed on cave floors and ceilings without extra setup. Every new seed gives a different crystal arrangement or rock shape, which helps avoid repetition. The models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 17 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
17
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Low-poly style

Low-poly vegetation is the cheapest style to render and to ship.

  • Flat shading: one normal per face gives the crisp faceted look; no normal maps.
  • Colour lives in vertex colours (glTF COLOR_0), so there are no textures, no UV work and almost no video memory.
  • Leaves are solid geometry, not alpha cards: no alpha testing and no transparent overdraw, which matters on mobile GPUs.
  • One material can be shared by every model in the scene, so trees batch and instance easily.
  • Typical budgets range from a few hundred to a couple of thousand triangles at LOD0.

A good fit for mobile, WebGL/WebGPU, VR, strategy, city builders and stylised indie games. In the engine, use a material that multiplies by vertex colour.

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