FoliMesh

Caves and crystals in Low-poly Style for Blender

Faceted low-poly look with flat shading and vertex colours — no textures at all. Use FoliMesh trees and plants in Blender for renders, scene layout or as a base for your own game assets. This group covers underground props for game levels: crystal clusters such as amethyst, quartz, emeralds, rubies and ice crystals, plus a magic crystal, a geode, stalagmites and stalactites. It also includes ore deposits for iron, copper, gold, silver, coal and mithril, and glowing mushrooms that light dark passages. Each model ships with LOD0 to LOD3, collision and a pivot at the base, so it can be placed on cave floors and ceilings without extra setup. Every new seed gives a different crystal arrangement or rock shape, which helps avoid repetition. The models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 17 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
17
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.

Other categories

Same in other styles

Same for other engines