FoliMesh

Rocks in Realistic Style for Unity

Each of the seven sets — Pebbles, Stone, Boulder, Rock Slab, Rock Scatter, Cliff and Cliff with Boulders — ships as FBX and OBJ, which Unity imports directly; GLB files need Unity's official glTFast package (com.unity.cloud.gltfast). Meshes are suffixed _LOD0 to _LOD3, so a LOD Group is created on import, and every model carries a collision mesh, a pivot at the base and PBR metal/roughness materials.

Put the collision mesh on a Mesh Collider with Convex enabled for rigidbodies and switch its renderer off. Rock Scatter and Pebbles repeat well with GPU instancing or the SRP Batcher, while LOD2–LOD3 on Cliff and Cliff with Boulders keep distant ridgelines cheap. Suited to survival, open-world and first- or third-person games on PC and console; on mobile start at LOD1.

Models
7
Levels of detail
LOD0 – LOD3
Formats
GLB · FBX · OBJ

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

Other categories

Same in other styles

Same for other engines