FoliMesh

Realistic 3D Asset Packs for Unity

Unity imports these packs as FBX or OBJ, so the meshes, materials and LOD Groups arrive set up — no SpeedTree importer or extra licence involved. Realistic vegetation uses the PBR metal/roughness workflow: bark carries base colour, normal and roughness maps, while leaves are alpha-tested leaf-cluster cards that write depth, need no sorting and cast correct shadows. Seven packs cover the range: Free Sampler, Temperate Forest, Conifer Forest, Tropical Beach, Savanna & Dry Lands, Desert Kit and Rocks & Cliffs.

Every model ships with LOD0–LOD3 and a collision mesh on a Mesh Collider, renderer off on that collider. For the Terrain tree painter, save each tree as a prefab with a LOD Group; dense forests then run on GPU instancing or the SRP Batcher. Start at LOD1 or LOD2 on mobile, where leaf-card overdraw matters most.

About the Realistic style

Realistic models use the PBR metal/roughness workflow that glTF 2.0, Unity, Unreal, Godot and three.js read directly.

  • Bark: base colour, normal and roughness maps on the trunk and branches.
  • Leaves: alpha-tested (masked) cards with leaf-cluster textures, not alpha-blended, so they write depth, need no sorting and cast correct shadows.
  • Bark and leaves use separate materials, which keeps draw calls predictable and works well with GPU instancing.
  • LOD0 is the close-up mesh; LOD1–LOD3 drop branches and leaf cards, so the last level is light enough for far distances.

Best for first- and third-person games, survival, open worlds and simulators on PC and consoles. On mobile, start from LOD1 or LOD2 as the nearest level and watch overdraw from leaf cards.

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

Same in other styles

Same for other engines