FoliMesh

Low-poly 3D Models for Blender

Blender opens these GLBs with its bundled importer (File → Import → glTF 2.0) and also reads FBX and OBJ. Materials arrive as Principled BSDF node setups; for this style you just multiply base colour by vertex colour, with no textures at all. Every model ships with LOD0–LOD3, collision and a pivot at the base, so keep each level in its own collection or hide LOD1–LOD3 while you block out a scene.

To populate terrain, Geometry Nodes is enough: Distribute Points on Faces → Instance on Points, fed by a Collection Info node (Separate Children + Pick Instance), mixes Oak, Scots Pine, Birch or Bamboo variants, with Random Value driving rotation and scale; the base pivot means instances sit on the ground with no offset. The 42 models share one flat-colour material, a few hundred to a couple of thousand triangles at LOD0 — mobile, WebGL/WebGPU, VR and strategy friendly.

Models
42
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 Blender

Blender opens GLB/glTF 2.0 with its bundled importer (File → Import → glTF 2.0) and also imports FBX and OBJ.

  • glTF materials become Principled BSDF node setups with base colour, normal map and alpha already connected.
  • Keep each LOD in its own collection, or hide LOD1–LOD3 while you lay out a scene.
  • Scatter with Geometry Nodes: Distribute Points on Faces → Instance on Points, fed by a Collection Info node (Separate Children + Pick Instance) to mix tree variations, plus Random Value for rotation and scale. Instances keep memory low.
  • The pivot at the base means instances sit on the ground with no offset.

Use Blender for renders and level layout, or to re-export a scene to another engine.

Packs

Other categories

Same in other styles

Same for other engines