FoliMesh

Rocks in Low-poly Style for Unity

Seven low-poly rock assets — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — target the cheapest rendering path Unity offers. Faces are flat-shaded, so each carries a single normal and no normal maps are needed; colour lives entirely in vertex colours (COLOR_0), which means no textures and almost no video memory. LOD0 budgets sit between a few hundred and a couple of thousand triangles.

Unity imports FBX and OBJ natively; GLB goes through the official glTFast package. The _LOD0–_LOD3 suffixes create a LOD Group on import, so a Pebbles cluster or a Cliff drops into a scene already set up. Collision ships as its own mesh for a Mesh Collider — enable Convex for rigidbodies. One shared material lets rocks batch and instance in strategy games, city builders and stylised VR scenes.

Models
7
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.

Packs

Other categories

Same in other styles

Same for other engines