FoliMesh

Rocks in Low-poly Style for Blender

Blender opens this rock set straight from GLB via File → Import → glTF 2.0, and the same models ship as FBX and OBJ. Because the style keeps colour in vertex colours (COLOR_0) instead of textures, a Color Attribute node feeding Base Color is all it takes: a single shared material covers Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — no UVs, almost no video memory.

All seven models include LOD0–LOD3 and collision; LOD0 runs from a few hundred to a couple of thousand triangles. Keep each LOD in its own collection and hide LOD1–LOD3 while you block out a level, or scatter with Geometry Nodes: Distribute Points on Faces → Instance on Points, fed by a Collection Info node. Pivots sit at the base, so instances rest on the ground — flat-shaded facets for mobile, WebGL and stylised scenes.

Models
7
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