FoliMesh

Rocks in Low-poly Style for Godot

Godot 4 imports these rocks as GLB scenes, so a boulder, a cliff or a scatter of pebbles drops straight into the project with its LOD0–LOD3 chain and collision intact. Each model keeps its pivot at the base, which keeps terrain snapping predictable. The seven rocks — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — use flat-shaded vertex colours, so one material can serve the whole set.

With no textures and no alpha, draw calls stay low and mobile GPUs are not punished. Wire LOD0–LOD3 into MeshInstance3D nodes with Visibility Range Begin/End and a fade mode, or instance a Rock Scatter across a biome with MultiMeshInstance3D. Budgets run from a few hundred to a couple of thousand triangles at LOD0; FBX arrives via the built-in ufbx importer in Godot 4.3+.

Models
7
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