FoliMesh

Bushes in Low-poly Style for Godot

Eight low-poly bushes — Bamboo, Hedge, Juniper, Hazel and more — drop into Godot 4 as GLB scenes: glTF is imported natively, so LOD0–LOD3 arrive as separate MeshInstance3D nodes you can drive with Visibility Range Begin/End and a fade mode instead of letting the importer generate its own levels.

Leaves are solid geometry with flat shading and colour in vertex colours, so no Alpha Scissor and no transparent overdraw; one material with Vertex Color set to Use as Albedo covers every shrub and batches cleanly, and MultiMeshInstance3D fills hedgerows and undergrowth in a few draw calls. LOD0 stays within a few hundred to a couple of thousand triangles — comfortable on mobile, WebGL and VR.

Models
8
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