FoliMesh

Cacti & Succulents in Low-poly Style for Unity

Unity gets this low-poly cactus set as a package with LOD Groups, materials and colliders already configured, so the Saguaro, Barrel Cactus, Prickly Pear, Agave and Aloe can be dropped into the project as they are. FBX and OBJ import natively; meshes with _LOD0…_LOD3 suffixes receive their LOD Group on import, and GLB comes in via the official glTFast package.

The faceted look is flat-shaded with colour in vertex colours, so there are no textures to import and no UV work. Use a Lit material that multiplies by vertex colour — one material can cover the whole desert, keeping the SRP Batcher and GPU instancing happy. Leaves are solid geometry, so no alpha clipping is needed. LOD0 budgets of a few hundred to a couple of thousand triangles suit mobile, WebGL, VR and stylised strategy games.

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 Unity

Unity imports FBX and OBJ natively; for GLB/glTF add Unity's official glTFast package (com.unity.cloud.gltfast), which imports at edit time.

  • Meshes named with _LOD0…_LOD3 suffixes get a LOD Group automatically on FBX import; otherwise add a LOD Group and set screen-size thresholds by hand.
  • Put the collision mesh on a Mesh Collider (enable Convex for rigidbodies) and keep its renderer off.
  • Leaves: enable Alpha Clipping in the URP/HDRP Lit shader and render both faces.
  • For the Terrain tree painter, save each tree as a prefab with a LOD Group. Dense forests benefit from GPU instancing, the SRP Batcher or the GPU Resident Drawer in Unity 6.

No SpeedTree importer or licence is needed.

Other categories

Same in other styles

Same for other engines