FoliMesh

Ground cover in Low-poly Style for Blender

Blender opens these assets with File → Import → glTF 2.0, and the glTF materials land as Principled BSDF node setups; in the low-poly set the colour lives in the vertex colour attribute, so no texture files are involved. Fern, Grass Tuft and Reed are built as solid geometry rather than alpha cards, which means no alpha testing and no transparent overdraw on mobile GPUs.

Scatter them with Geometry Nodes: Distribute Points on Faces → Instance on Points, fed by a Collection Info node (Separate Children and Pick Instance) to mix the variations, plus a Random Value for rotation and scale — instances keep memory low. The pivot sits at the base, so nothing floats. Keep LOD0–LOD3 in separate collections, or hide LOD1–LOD3 while you lay out a forest floor, meadow or shore.

Models
3
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