FoliMesh

Realistic 3D Models for Godot

Realistic vegetation for Godot 4 arrives as GLB scenes with LODs, alpha-cut foliage and collision, so the built-in glTF importer reads them as soon as they land in the project; FBX comes in through the ufbx importer in Godot 4.3 and newer. Bark and leaves use separate PBR metal/roughness materials — base colour, normal and roughness maps on the trunk, masked leaf cards in the crown — which keeps draw calls predictable. The 42 models include Oak, Scots Pine, Weeping Willow, Cypress, Coconut Palm and Saguaro.

Godot generates LODs on import, but these are hand-made LOD0–LOD3: place each level in its own MeshInstance3D with Visibility Range Begin/End and a fade mode for HLOD behaviour. Suffixes like -col create collision shapes automatically, and MultiMeshInstance3D draws thousands of trees in one call — enough for survival, open-world and simulator projects.

Models
42
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

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