FoliMesh

Caves and crystals for Bevy

Vegetation for Rust games on Bevy: load a GLB scene with the asset server and fill your world with trees, plants and rocks. 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

Using it in Bevy

Bevy loads glTF/GLB through the AssetServer: asset_server.load(GltfAssetLabel::Scene(0).from_asset("tree.glb")), spawned with SceneRoot; individual meshes and materials are addressable by label. FBX and OBJ need third-party crates, so GLB is the format to use.

  • LOD: give the LOD0–LOD3 entities a VisibilityRange (start and end margins) for distance switching with dithered crossfade — Bevy's HLOD mechanism.
  • Leaves: glTF alphaMode MASK becomes AlphaMode::Mask(cutoff) on StandardMaterial, and double-sided materials disable back-face culling.
  • Entities that share a mesh and material are batched and instanced automatically, so many tree copies stay cheap.
  • Collision: Bevy has no built-in physics; build a collider from the collision mesh with Avian or bevy_rapier.

Other categories

Same in other styles

Same for other engines