FoliMesh

Realistic 3D Asset Packs for PlayCanvas

Drop a GLB into the PlayCanvas editor and it arrives as a container asset with the full model hierarchy, which the Editor turns into a template; in engine-only code the same file loads through app.assets.loadFromUrl(url, 'container') and asset.resource.instantiateRenderEntity(). Every tree, palm, cactus, bush and rock ships LOD0–LOD3. Since PlayCanvas has no built-in LOD component, a small script compares camera distance and toggles the render components.

Bark carries base colour, normal and roughness maps; leaves are alpha-tested masked cards that write depth, need no sorting and cast proper shadows. Static trunks batch together, and Temperate Forest or Conifer Forest can go full hardware instancing with meshInstance.setInstancing() for large scenes. Rocks & Cliffs and the Desert Kit fit survival and open-world browser games; on mobile, start at LOD1 or LOD2 to keep leaf overdraw down.

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.

Packs

Same in other styles

Same for other engines