FoliMesh

Trees in Low-poly Style for Blender

Blender imports these trees straight from GLB: File → Import → glTF 2.0 rebuilds each material as a Principled BSDF setup, and because low-poly models carry colour in vertex colours (COLOR_0) rather than textures, there is nothing to relink. Flat shading gives the faceted look — no normal maps. Keep LOD0 in one collection and hide LOD1–LOD3 while you lay out a scene.

For forests, parks, villages and stylised indie or mobile scenes, scatter with Geometry Nodes: Distribute Points on Faces → Instance on Points, driven by a Collection Info node (Separate Children, Pick Instance) so Oak, Scots Pine, Birch and Weeping Willow alternate, plus Random Value for rotation and scale. Base pivots mean instances sit on the ground. LOD0 usually runs a few hundred to a couple of thousand triangles.

Models
14
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