FoliMesh

Caves and crystals for Godot

Vegetation for Godot 4 in its native format: GLB scenes with LODs, alpha-cut foliage and collision. This group covers underground props for game levels: crystal clusters such as amethyst, quartz, emeralds, rubies and ice crystals, plus a magic crystal, a geode, stalagmites and stalactites. It also includes ore deposits for iron, copper, gold, silver, coal and mithril, and glowing mushrooms that light dark passages. Each model ships with LOD0 to LOD3, collision and a pivot at the base, so it can be placed on cave floors and ceilings without extra setup. Every new seed gives a different crystal arrangement or rock shape, which helps avoid repetition. The models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 17 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
17
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

Using it in Godot

Godot 4 imports GLB/glTF natively — drop the file into the project — and FBX through the built-in ufbx importer (Godot 4.3+).

  • Godot generates mesh LODs on import automatically. To use the hand-made LOD0–LOD3 instead, put them in separate MeshInstance3D nodes with Visibility Range Begin/End and a fade mode — Godot's HLOD system.
  • Node-name suffixes such as -col or -colonly create collision shapes on import; collision can also be set up in Advanced Import Settings.
  • Leaves: StandardMaterial3D with Transparency = Alpha Scissor and Cull Mode Disabled; glTF alphaMode MASK maps to this automatically.
  • For forests, MultiMeshInstance3D draws thousands of copies in one call, and visibility ranges work on it too.

Other categories

Same in other styles

Same for other engines