FoliMesh

Rocks in Realistic Style for Godot

Godot 4 imports GLB scenes directly, so these seven rock assets — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — arrive as ready MeshInstance3D nodes with collision. Each ships LOD0–LOD3; rather than Godot's automatic import LODs, assign the hand-made levels to separate nodes with Visibility Range Begin/End and a fade mode. Suffixes like -col or -colonly build collision shapes on import.

Realistic stone uses the PBR metal/roughness workflow glTF 2.0 reads without re-authoring: base colour, normal and roughness maps keep strata, cuts and moss intact. LOD3 is light enough for distant cliff walls, and MultiMeshInstance3D draws thousands of pebbles in one call. Best for first- and third-person survival, open worlds and simulators; on mobile start at LOD1.

Models
7
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