FoliMesh

Crops and flowers in Low-poly Style for Bevy

Faceted low-poly look with flat shading and vertex colours — no textures at all. 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 field crops and wildflowers for farm, village and meadow scenes: corn, wheat, pumpkins and sunflowers, along with cornflowers, dandelions, buttercups, violets, clover, bellflowers, tulips, daisies and poppies. Mixed together, they give fields and garden edges a believable, varied look. Each model comes with LOD0 to LOD3, collision, a pivot at the base and wind weights, so stems and leaves sway naturally when placed in large patches. Every seed gives a different plant height, bloom pattern and leaf arrangement, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 13 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
13
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 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