FoliMesh

Ground cover in Low-poly Style for Bevy

Bevy pulls these ground-cover models straight from GLB: asset_server.load(GltfAssetLabel::Scene(0).from_asset("fern.glb")) spawned with SceneRoot, with individual meshes and materials addressable by label. FBX and OBJ need third-party crates, so GLB is the path to use. Fern, Grass Tuft and Reed each ship LOD0–LOD3, ready for a VisibilityRange on every level with dithered crossfade.

The low-poly style fits Bevy's renderer: flat shading with one normal per face, colour in vertex colours (COLOR_0), no textures, no UV work and no alpha cards — nothing to alpha-test and no transparent overdraw on mobile GPUs. Models sharing a mesh and material batch and instance automatically, so scattered grass stays cheap. LOD0 sits between a few hundred and a couple of thousand triangles; colliders come from the collision mesh through Avian or bevy_rapier.

Models
3
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