FoliMesh

Trees in Realistic Style for Godot

Godot 4 imports glTF natively, so every tree here arrives as a GLB scene you drop straight into the FileSystem dock — LOD0 to LOD3 meshes, collision and a base pivot already in place. Keep the hand-made levels in separate MeshInstance3D nodes with Visibility Range Begin/End, and Godot's HLOD swaps them; the Oak and Scots Pine carry full bark and canopy detail, while the Spruce and Birch stay light enough for dense mixed stands. FBX works too through the built-in ufbx importer in 4.3+.

Bark and leaves use separate StandardMaterial3D setups: trunk maps stay opaque, leaf cards stay alpha-scissored with Cull Mode Disabled, so they write depth, need no sorting and cast clean shadows. Across the 14 trees, MultiMeshInstance3D draws thousands of instances per call, and realistic foliage suits first-person survival, open worlds and simulators on desktop and consoles.

Models
14
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