POLYMASON

Low poly trees: a free 3D tree generator, 24 species

Choose a species and PolyMason proposes a whole tree. From there you work through five steps: Species, Trunk, Boughs, Foliage, Export. Every control is limited to what the species allows, so a birch can't get as fat as an oak and a pine keeps its whorls. The geometry follows a few rules so the result holds together. A broadleaf's trunk ends where it divides into its top boughs, and they share its thickness between them. A conifer keeps one leader all the way to the tip. Foliage can be one closed mesh or many, and its complexity slider is your triangle budget.

Open the tree builder

Species

Each species has its own page with a picture and notes on using it in a game. You can also open the builder and choose there.

What you decide

  • Trunk: height, diameter, taper, sides, lean, curve, gnarl and bark color.
  • Boughs: how many, in rings or a spiral, where they leave the trunk, their angle, length, thickness and curve, and the same again for twigs.
  • Foliage: clumps, cards, leaves, cones or one wrapped mass, then size, spread, complexity and two greens.
  • Export: LOD1 and LOD2, sapling and young versions, dead, stump, felled, logs and billboards.

Formats

You download a zip. The OBJ is one mesh with one material. Its colors come from the PolyMason palette, a single texture of 3,821 color blocks that every model from here shares, so a scene full of them is still one material. Flat normals are written into the file. There's also STL for printing and 3MF with the exact colors. GLB is next. Everything is in meters and 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 shows where to set it.

Read before you import

Other things to build

Questions

How many triangles is a tree?
A few hundred to a few thousand, depending on the foliage style and the complexity slider. The count is shown as you build, and the export adds LOD1 and LOD2 at a fraction of it.
Can I get billboards?
Yes. Select billboards at the export step and the zip includes rendered front and side images to use at a distance.
Is it free?
Yes. There's no account, no watermark and 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, with no attribution required.
What does it export?
A zip with OBJ, STL and 3MF. The OBJ is one mesh with one material on the shared PolyMason palette texture, with flat normals in the file. The 3MF keeps the exact colors. Models are in meters and stand on the ground at the origin. If you select them at the export step, you also get lower levels of detail, younger and dead versions, a stump, a felled trunk, chopped logs and billboards. GLB is next.
Does it work in Unity, Godot and Unreal?
Yes, all three import OBJ. The model is in meters with its base at the origin, the material library points at the palette texture for color, and the normals in the file are already flat, so there's nothing to fix after import. Unreal works in centimeters, so set its import scale to 100.
Why one palette for every model?
So a whole scene can share one material. Every tree, and later every rock and building, points at the same texture, which lets the engine batch them together. Recolor a block in the texture and everything that uses it changes. Every color the builder proposes has a block of its own, so it exports exactly as you see it. A color you pick yourself moves to the nearest block, usually by a few percent, and the 3MF keeps it exact.