FoliMesh

Palms in Low-poly Style for three.js

Low-poly palms drop into a three.js scene with almost no setup: load the GLB through GLTFLoader from three/addons, then hand the LOD0–LOD3 meshes to THREE.LOD with lod.addLevel(mesh, distance) so each palm swaps detail by camera distance. Because the faceted look uses flat shading and vertex colours (COLOR_0) instead of textures, one shared material covers the whole beach, and the solid leaf geometry avoids alpha-tested overdraw on mobile GPUs.

The five palms here — Coconut Palm, Date Palm, Canary Palm, Washingtonia and Fan Palm — stay within a few hundred to a couple thousand triangles at LOD0, with the pivot at the base for easy placement and an invisible collision mesh you can pass to Rapier or cannon-es. Line an island with InstancedMesh, or vary a treeline with BatchedMesh and a new seed.

Models
5
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