FoliMesh

Rocks in Low-poly Style for Bevy

Bevy's AssetServer loads these rocks as GLB scenes — SceneRoot spawns a boulder, a cliff or a scatter in one line, and the same seed can be re-rolled for a new shape. Seven models cover the range: Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders, each with LOD0–LOD3 and a collision mesh.

Low-poly here means flat shading and vertex colours: no textures, no UV work, minimal video memory. Attach a VisibilityRange to the LOD entities for Bevy's crossfaded distance switching, and shared meshes batch and instance automatically. LOD0 sits between a few hundred and a couple of thousand triangles, which suits mobile, WebGL/WebGPU, VR and city builders. Bevy's physics is external — build colliders with Avian or bevy_rapier.

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 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.

Packs

Other categories

Same in other styles

Same for other engines