FoliMesh

Low-poly 3D Models for Godot

All 42 models ship as GLB scenes, so Godot 4 imports them by dropping the file into the project — no plugin and no conversion step. FBX works through the built-in ufbx importer in 4.3 and later. Oak, Scots Pine, Birch and Weeping Willow are flat-shaded, with colour in vertex colours (COLOR_0) instead of textures: one material that multiplies by vertex colour covers a scene, and since leaves are solid geometry there is no alpha scissor and no transparent overdraw.

LOD0–LOD3 arrive as separate MeshInstance3D nodes, so Visibility Range Begin/End and a fade mode drive them instead of Godot's automatic import LODs; -col and -colonly suffixes create the collision shapes. LOD0 budgets sit between a few hundred and a couple of thousand triangles — a fit for mobile, WebGL, VR and stylised strategy or city builders, with forests drawn through MultiMeshInstance3D.

Models
42
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 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.

Packs

Other categories

Same in other styles

Same for other engines