FoliMesh

Ground cover in Realistic Style for Unreal Engine

Three plants make up this set — Fern, Grass Tuft and Reed — each with LOD0 through LOD3, a collision shape and the pivot at the base. Unreal Engine 5 reads them as FBX, OBJ or GLB through Interchange: tick Import Mesh LODs on the FBX, or add LOD1–LOD3 later with LOD Import in the Static Mesh Editor, and the Foliage tool places them right after import. A convex hull named UCX_<MeshName> arrives as collision.

Realistic materials follow the PBR metal/roughness path: bark carries base colour, normal and roughness maps, while leaves are alpha-tested masked cards with the Two Sided Foliage shading model, so they write depth, need no sorting and cast shadows. Separate bark and leaf materials keep draw calls predictable under instancing. Nanite accepts masked materials from UE 5.1; on mobile start at LOD1 or LOD2 and watch overdraw.

Models
3
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 Unreal Engine

Unreal Engine 5 imports FBX, OBJ and glTF/GLB (through the Interchange framework).

  • LODs: enable Import Mesh LODs for an FBX that contains LOD meshes, or add LOD1–LOD3 later in the Static Mesh Editor via LOD Import.
  • Custom collision: FBX meshes named UCX_<MeshName> are imported as convex collision.
  • Leaf materials: Blend Mode Masked, Two Sided, and the Two Sided Foliage shading model for light passing through leaves.
  • Place trees with Foliage Mode or the PCG framework; foliage is rendered as instanced static meshes.
  • Nanite supports masked materials since UE 5.1. Keep the classic LODs for mobile and other non-Nanite targets.

Other categories

Same in other styles

Same for other engines