FoliMesh

Underwater 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 underwater plants and reef forms for seabeds, lagoons and shallow water: staghorn coral, red coral, brain coral and sea fans, plus kelp, seaweed and water lilies. Used together, they create the layered look of a reef or a sheltered lake bottom. Each model ships with LOD0 to LOD3, collision and a pivot at the base, so corals stay anchored to the seabed and do not float. Kelp and seaweed carry sway weights for gentle movement. Every seed gives a different branching shape or frond arrangement, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 7 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
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.

Other categories

Same in other styles

Same for other engines