FoliMesh

Vines and ivy in Realistic Style for Godot

Realistic vegetation with PBR bark and leaf textures, normal maps and alpha-tested leaf cards. 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 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.

Other categories

Same in other styles

Same for other engines