FoliMesh

Palms in Low-poly Style for Unity

These palms arrive as a Unity package: drop it into the project and the LOD Group, materials and colliders are already wired up. Meshes named with _LOD0–_LOD3 suffixes get their LOD Group automatically on FBX import. The Coconut Palm, Date Palm, Canary Palm, Washingtonia and Fan Palm come with a pivot at the base and a collision mesh for a Mesh Collider.

The faceted look is flat-shaded and colour lives in vertex colours (COLOR_0) — no textures, no UV work, almost no video memory. Leaves are solid geometry rather than alpha cards, so there is no alpha testing and no transparent overdraw, which matters on mobile GPUs. One material that multiplies by vertex colour can be shared by every palm in the scene, so trees batch and instance easily in beach, island and oasis builds.

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