FoliMesh

Palms in Low-poly Style for Babylon.js

Low-poly palms drop straight into Babylon.js as GLB: load a single file with ImportMeshAsync from @babylonjs/loaders, or LoadAssetContainerAsync when a beach needs dozens of copies through instantiateModelsToScene. Each model ships with LOD0–LOD3, a collision mesh and the pivot at the base, so you can chain lod0.addLODLevel(30, lod1) and addLODLevel(80, lod2) and let distant palms fall away.

The faceted look is built from flat shading and vertex colours, with no textures at all: one PBRMaterial that multiplies by vertex colour can cover every Coconut Palm and Date Palm in the scene, and thin instances render hundreds of trunks in a single draw call per mesh. Leaves are solid geometry, so there is no alpha testing and no overdraw on mobile GPUs. Typical LOD0 budgets stay in the hundreds to a couple of thousand triangles — right for island, city-builder and WebGL/WebGPU scenes.

Models
5
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