FoliMesh

Bushes in Realistic Style for Blender

Blender's bundled glTF 2.0 importer (File → Import → glTF 2.0) opens these GLB bushes directly, and the materials arrive as Principled BSDF node setups with base colour, normal map and alpha already wired up. The set covers Bamboo, Bush, Boxwood, Hedge, Juniper, Wild Rose, Raspberry and Hazel, each with LOD0–LOD3, collision and a pivot at the base.

For layout, scatter with Geometry Nodes — Distribute Points on Faces → Instance on Points, driven by a Collection Info node (Separate Children + Pick Instance) and Random Value for rotation and scale. Instances keep memory low and the base pivot drops each bush onto the ground without offset. Keep every LOD in its own collection and hide LOD1–LOD3 while you block out a scene. Leaves are alpha-tested cards that write depth, so they cast correct shadows without sorting.

Models
8
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

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