FoliMesh

Cliffs and arches in Realistic Style for PlayCanvas

Realistic vegetation with PBR bark and leaf textures, normal maps and alpha-tested leaf cards. Drop FoliMesh GLB files into the PlayCanvas editor and get trees, plants and rocks ready for browser games. This group covers rock walls for game landscapes: modular cliff pieces that snap together, corner cliffs, layered cliffs with visible strata, white chalk cliffs, natural stone arches and full canyon sections. Together they frame valleys, coastlines and mountain passes. Each model ships with LOD0 to LOD3 and collision, so large cliff faces stay cheap to draw and solid for characters and physics. Pivots sit at the base for easy placement on terrain. Every seed gives a new rock layout and erosion pattern, and the models export as GLB, FBX and OBJ for Unity, Unreal Engine, Godot and Bevy. 6 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
6
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 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