FoliMesh

Trees for Bevy

Deciduous and coniferous trees for forests, parks and villages — from oak and birch to baobab. 14 game-ready models in this selection. Every model has LOD0–LOD3, collision and a pivot at the base, and each new seed gives a new variation of the same species.

Models
14
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

Packs

Other categories

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.

Same in other styles

Same for other engines