FoliMesh

Trees in Low-poly Style for PlayCanvas

Upload a FoliMesh GLB into the PlayCanvas Editor and it arrives as a container asset — a template holding the model hierarchy — so the 14 trees here, from Oak and Scots Pine to Weeping Willow, Olive and Baobab, drop straight into a scene. The low-poly geometry is flat-shaded and coloured entirely by vertex colours, so there are no textures, no UV work and one shared StandardMaterial.

Each tree ships with LOD0–LOD3 and a pivot at the base. PlayCanvas has no built-in LOD component, so a small distance-checking script that toggles the render components of the four entities does the job. Static trees can share a batch group; for a big forest use hardware instancing via meshInstance.setInstancing(). Trunks take a mesh-type collision component with a static rigidbody.

Models
14
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.

Packs

Other categories

Same in other styles

Same for other engines