FoliMesh

Vines and ivy in Low-poly Style for Godot

Faceted low-poly look with flat shading and vertex colours — no textures at all. Vegetation for Godot 4 in its native format: GLB scenes with LODs, alpha-cut foliage and collision. This group covers climbing and trailing plants for game scenes: lianas wrapped around tree trunks, Virginia creeper spreading over walls, ivy climbing stone and brick surfaces, and hanging lianas that drop from branches and canopies. They make jungles, ruins and old buildings look overgrown. Each model comes with LOD0 to LOD3, collision and a pivot at the base, so vines can be attached to trunks, walls and rocks without extra setup. Wind weights let leaves and tendrils sway naturally. Every seed changes the leaf density, length and growth pattern, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 5 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
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