FoliMesh

Trees in Low-poly Style for Bevy

Low-poly trees arrive in Bevy as a single GLB scene: load it with GltfAssetLabel::Scene(0) on the AssetServer and spawn it under a SceneRoot. The 14 species here — Oak, Scots Pine, Birch, Olive, Acacia and Baobab among them — carry LOD0–LOD3 entities, so you can attach VisibilityRange to each level and let Bevy's HLOD switch distance bands with a dithered crossfade.

The faceted look comes from one normal per face and vertex colours (COLOR_0), so there are no textures, no UV work and almost no video memory. One StandardMaterial shared across models lets tree copies batch and instance automatically; LOD0 stays between a few hundred and a couple of thousand triangles. That leaves room for strategy, city builders, mobile, WebGL/WebGPU and VR. Build colliders from the collision mesh with Avian or bevy_rapier.

Models
14
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