FoliMesh

Realistic 3D Asset Packs for Godot

These packs arrive as GLB scenes that Godot 4 imports as-is: drop the file into the project and the mesh hierarchy, PBR materials and alpha-cut foliage come through intact. Bark keeps its base colour, normal and roughness maps; leaf cards use Alpha Scissor, so they write depth and cast correct shadows. Hand-made LOD0–LOD3 sit in MeshInstance3D nodes with Visibility Range, so you keep authored levels instead of Godot's import-time ones.

Seven packs cover the range: Free Sampler, Temperate Forest, Conifer Forest, Tropical Beach, Savanna & Dry Lands, Desert Kit and Rocks & Cliffs. Every model ships with collision, a pivot at the base and GLB/FBX/OBJ exports; forests scale with MultiMeshInstance3D, which draws thousands of trunks in one call. The set suits survival, open-world and simulator projects on PC and console — on mobile, start from LOD1.

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

Same in other styles

Same for other engines