FoliMesh

Mushrooms and deadwood in Low-poly Style for PlayCanvas

Faceted low-poly look with flat shading and vertex colours — no textures at all. Drop FoliMesh GLB files into the PlayCanvas editor and get trees, plants and rocks ready for browser games. This group covers the litter of a forest floor: mushrooms such as fly agaric, porcini, chanterelles, honey fungus, russulas and bonnets, plus fallen logs, a birch log, snags with bracket fungi, a stump, a root plate and piles of brushwood. They make woodland feel lived-in. Each model ships with LOD0 to LOD3, collision and a pivot at the base, so logs and stumps sit solidly on uneven ground. Snags and root plates act as landmarks, while mushrooms and brushwood fill gaps. Every seed changes the cap shape, branching or bark pattern, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 13 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
13
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

About the Low-poly style

Low-poly vegetation is the cheapest style to render and to ship.

  • Flat shading: one normal per face gives the crisp faceted look; no normal maps.
  • Colour lives in vertex colours (glTF COLOR_0), so there are no textures, no UV work and almost no video memory.
  • Leaves are solid geometry, not alpha cards: no alpha testing and no transparent overdraw, which matters on mobile GPUs.
  • One material can be shared by every model in the scene, so trees batch and instance easily.
  • Typical budgets range from a few hundred to a couple of thousand triangles at LOD0.

A good fit for mobile, WebGL/WebGPU, VR, strategy, city builders and stylised indie games. In the engine, use a material that multiplies by vertex colour.

Using it in PlayCanvas

PlayCanvas treats GLB as a container asset. In the Editor, upload GLB (FBX is converted to GLB on import) to get a template with the model hierarchy; in engine-only code use app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity().

  • LOD: there is no built-in LOD component, so a small script compares camera distance and toggles the render components of the LOD0–LOD3 entities.
  • Static trees can share a batch group to merge draw calls; for large forests use hardware instancing with meshInstance.setInstancing() and a vertex buffer of transforms.
  • Leaves: glTF MASK sets alphaTest on the StandardMaterial; use cull mode none for two-sided leaves.
  • Collision mesh: a collision component of type mesh plus a static rigidbody, with its render component disabled.

Other categories

Same in other styles

Same for other engines