FoliMesh

Ground cover in Low-poly Style for three.js

Fern, Grass Tuft and Reed are faceted ground cover built for the browser: GLB files that load straight through GLTFLoader from three/addons, with LOD0–LOD3 meshes you can wire into THREE.LOD using lod.addLevel(mesh, distance). Colour lives in vertex colours (COLOR_0) and flat shading gives one normal per face — no textures, no UV work, no alpha cards, so nothing forces transparent overdraw on mobile GPUs.

Because every model shares one material, ground cover instances cleanly: scatter thousands of Grass Tuft clumps with InstancedMesh in a single draw call, or mix several variations with BatchedMesh. LOD0 stays in the few-hundred to couple-thousand triangle range, which suits strategy games, city builders, VR scenes and stylised web projects. Collision meshes stay invisible — pass them to cannon-es or Rapier.

Models
3
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 three.js

In three.js, load GLB with GLTFLoader from three/addons; add DRACOLoader or KTX2Loader only if a file uses those extensions.

  • Distance LOD: THREE.LOD with lod.addLevel(mesh, distance) for LOD0–LOD3; it switches levels by camera distance every frame.
  • Forests: InstancedMesh draws thousands of copies in one draw call, and BatchedMesh mixes several tree variations. THREE.LOD does not apply per instance, so group instances by LOD per chunk yourself.
  • Leaves: glTF alphaMode MASK becomes material.alphaTest, and double-sided materials get side: THREE.DoubleSide automatically.
  • Collision mesh: keep it invisible and pass it to a physics library such as Rapier or cannon-es.

Works with both WebGLRenderer and WebGPURenderer.

Other categories

Same in other styles

Same for other engines