FoliMesh

Rocks in Low-poly Style for Babylon.js

Low-poly rocks are the lightest thing you can drop into a Babylon.js scene: no textures, no UV work, just flat-shaded facets and vertex colours (COLOR_0). Import the GLB with ImportMeshAsync from @babylonjs/loaders — or LoadAssetContainerAsync plus instantiateModelsToScene when a cliff, a rock slab and a scatter of boulders repeat across a level.

The 7 models — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — ship with LOD0–LOD3, collision and a pivot at the base. Chain them with lod0.addLODLevel(30, lod1) and addLODLevel(80, lod2); pass null to hide a mesh entirely. Thin instances with thinInstanceAdd keep hundreds of rocks in one draw call per mesh, while a hidden collision mesh (isVisible = false) feeds checkCollisions or a Havok PhysicsAggregate. Budgets stay in the few hundred to couple thousand triangles at LOD0.

Models
7
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).

Packs

Other categories

Same in other styles

Same for other engines