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.
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.
Pine7 to 12 m · 132 triangles
Spruce9 to 15 m · 156 triangles
Douglas fir14 to 24 m · 180 triangles
Larch11 to 19 m · 156 triangles
Cedar of Lebanon10 to 18 m · 8,744 triangles
Italian cypress6 to 12 m · 610 triangles
Redwood24 to 40 m · 196 triangles
Silver birch6 to 11 m · 888 triangles
Aspen7 to 12 m · 2,065 triangles
Lombardy poplar10 to 16 m · 846 triangles
Cottonwood10 to 16 m · 1,690 triangles
Oak7 to 12 m · 312 triangles
Maple8 to 15 m · 3,200 triangles
Beech10 to 17 m · 3,884 triangles
Elm10 to 16 m · 3,103 triangles
Cherry4 to 7 m · 2,930 triangles
Willow7 to 11 m · 830 triangles
Eucalyptus10 to 20 m · 3,844 triangles
Mesquite3 to 5 m · 639 triangles
Acacia3 to 8 m · 1,069 triangles
Juniper2.5 to 5 m · 3,240 triangles
Olive3 to 6 m · 3,200 triangles
Joshua tree3 to 7 m · 450 triangles
Baobab7 to 14 m · 2,695 trianglesWhat 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.