FoliMesh

Bushes in Realistic Style for Bevy

Bevy imports scenes through glTF, so these 8 realistic bushes ship as GLB — FBX and OBJ would need extra crates — and load with asset_server.load(GltfAssetLabel::Scene(0).from_asset("hedge.glb")), spawned as SceneRoot. Bamboo, Boxwood, Hedge, Juniper, Wild Rose, Raspberry and Hazel each carry LOD0–LOD3, a collision mesh and a pivot at the base.

Realistic materials follow the PBR metal/roughness workflow glTF 2.0 reads directly: separate bark and leaf materials, bark with base colour, normal and roughness maps, leaves as alpha-tested cards arriving as AlphaMode::Mask(cutoff). Give each LOD entity a VisibilityRange for dithered crossfade, and shared meshes instance automatically along a hedge line. Suits survival, open worlds and first- or third-person games; on mobile, start from LOD1 or LOD2.

Models
8
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

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