FoliMesh

Palms in Low-poly Style for Godot

Godot 4 imports glTF/GLB natively, so these five palms — Coconut Palm, Date Palm, Canary Palm, Washingtonia and Fan Palm — arrive in the scene as MeshInstance3D nodes, no conversion needed. Each one carries LOD0–LOD3, a pivot at the base and collision; FBX still works through the built-in ufbx importer in 4.3 and later.

Low-poly here means solid, faceted geometry with flat shading and colour stored in vertex colours (COLOR_0): no textures, no UV work, no alpha cards and no transparent overdraw. A tree is usually a few hundred to a couple of thousand triangles at LOD0, so a beach, island or oasis built from these instantiates cleanly with MultiMeshInstance3D — handy for mobile, WebGL/WebGPU, VR and stylised strategy or city-builder projects.

Models
5
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.

Other categories

Same in other styles

Same for other engines