POLYMASON

Choose a species

It decides where the trunk meets the ground — how thick it is, how many sides its cross-section has, how far it flares, and how deep it sits.

Low poly silver birch tree, built to your size

Hairline white trunk, long bare stem, loose cluster canopy. That is the silver birch as PolyMason proposes it: 886 triangles at 8.5 m, foliage as clumps of leaves. The species allows 6–11 m; every control on the panel stays inside what a silver birch can be.

What you can change

Formats

Export is a zip. OBJ as one mesh with one material on the PolyMason palette, one texture of 1,152 colour blocks that every model from here shares, the way the packs do it, so a whole scene of them is one material and one draw call each, with flat normals written in; STL for printing; 3MF with the exact colours in it. GLB is next. Units are metres and the model stands on the ground at the origin, which is what Unity and Godot expect; Unreal wants a scale of 100 on import, and the OBJ guide says where that is.

Other species

PineSpruceDouglas firLarchCedar of LebanonItalian cypressRedwoodSilver birchAspenLombardy poplarCottonwoodOakMapleBeechElmCherryWillowEucalyptusMesquiteAcaciaJuniperOliveJoshua treeBaobab

Read before you import

Flat shading in Unity for low poly modelsThe OBJ file format, explained for game enginesLODs and billboards for low poly modelsFree low poly assets for Godot

Questions

How many triangles is the silver birch?
886 as proposed. The complexity slider takes it down to a few hundred or up for a hero tree, and the export adds LOD1 and LOD2.
Can I change the height?
Yes, between 6 and 11 m, and the trunk's diameter, taper and lean with it.
Is it free?
Yes. No account, no login, no watermark, no limit on downloads.
Can I use it in a commercial game?
Everything you build here is yours: use it in any project, commercial or not, no attribution required.
What does it export?
OBJ as one mesh with one material on the PolyMason palette, a texture every model from here shares, with flat normals written in; STL; 3MF with the exact colours. In metres, standing on the ground at the origin. Levels of detail, younger and dead versions, a stump, a felled trunk, chopped logs and billboards if you tick them. GLB is next.
Does it work in Unity, Godot and Unreal?
All three import OBJ. The model is in metres with its base at the origin, its colours are on the one palette texture the material library points at, and the normals are flat in the file, so nothing needs fixing after import. Unreal works in centimetres and wants a scale of 100.
Why one palette for every model?
Because a scene is then one material: every tree, and later every rock and building, points at the same texture, so an engine batches them together and recolouring a block recolours everything that uses it. The palette is the full spectrum, so a model's colours snap to a block a few percent away at most; the 3MF keeps them exact.