Low poly joshua tree tree, built to your size
A thick trunk forking into stubby arms, each ending in a spiky rosette. That is the joshua tree as PolyMason proposes it: 456 triangles at 5.0 m, foliage as leaf cards. The species allows 3–7 m; every control on the panel stays inside what a joshua tree can be.
What you can change
- Trunk — height, diameter, taper, sides, lean, curve, gnarl; bark from the species' colours or any colour.
- Boughs — count, rings or spiral, where they leave, angle, length, thickness, curve; twigs.
- Foliage — style, size, spread, complexity (the triangle budget), two greens.
- Export — LOD1 and LOD2, sapling and young versions, dead, stump, felled, billboards.
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
Read before you import
Questions
- How many triangles is the joshua tree?
- 456 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 3 and 7 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.