FoliMesh

Realistic 3D Asset Packs for Bevy

Bevy reads these packs as glTF scenes: asset_server.load(GltfAssetLabel::Scene(0).from_asset("tree.glb")), spawned with SceneRoot. FBX and OBJ need third-party crates, so GLB is the practical path, and all seven packs — Free Sampler, Temperate Forest, Rocks & Cliffs — ship that way, with the pivot at the base.

Each tree, bush and rock carries LOD0–LOD3, so you can attach a VisibilityRange to the entities and let Bevy's dithered crossfade handle distance switching. Realistic bark uses base colour, normal and roughness maps; leaf cards are alpha-tested and become AlphaMode::Mask(cutoff), writing depth and casting correct shadows. Entities sharing a mesh and material batch and instance automatically, which keeps first- and third-person survival and open-world scenes cheap. Bevy has no built-in physics, so build colliders from the collision mesh with Avian or bevy_rapier.

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

Same in other styles

Same for other engines