Uneven Old Large — Stones Rough Uneven Old Large Floor — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Uneven Old Large — Stones Rough Uneven Old Large Floor — PBR seamless 3D texture

IDlarge-sandstone-blocks-01-wall-stones-rough-uneven-old-large
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This uneven old large texture captures the natural complexity and character of large sandstone blocks 01 embodying the rough weathered surfaces typical of aged man-made stone floors and walls. The base substrate consists primarily of mineral-rich sandstone featuring a coarse grain orientation with visible aggregates and porosity that conveys authentic wear and dirt accumulation over time. The surface finish preserves the stone’s raw unpolished condition highlighting the interplay of mineral grains and subtle oxide layers that provide natural color variation. Pigments and earthy tones embedded within the albedo channel enhance the visual depth while the roughness and height maps accurately represent the stone’s uneven contours and textured surface emphasizing crevices chips and erosion patterns that develop through prolonged exposure to environmental elements.

This seamless 3D texture is physically based and optimized for modern pipelines delivering reliable results without manual tweaking across diverse digital content creation suites such as Blender Unreal Engine and Unity. It includes high-quality PBR maps: albedo (BaseColor) captures the stone’s natural pigmentation and dirt effects; normal maps provide detailed surface relief and subtle imperfections; roughness channels define the tactile variability from smoother worn areas to rough weather-beaten patches; height maps enhance parallax and displacement effects for realistic depth; and ambient occlusion maps improve shading consistency by simulating soft shadowing in crevices. With a base metallic value set to zero the material reflects the non-metallic nature of sandstone ensuring physically accurate shading in both real-time and offline renderers.

Available in 4K resolution with an optional 8K upgrade this tileable texture is designed to balance fine detail with performance demands making it ideal for large-scale environments where authentic stone surfaces are required. The included PNG and EXR formats support flexible workflows preserving color fidelity and shading precision. For best results it is recommended to adjust the UV scale to maintain natural stone proportions and to fine-tune the roughness map when simulating varying degrees of surface wear or moisture exposure. The height map can be used effectively with parallax occlusion or displacement techniques to enhance realism in close-up views particularly on floors and walls where unevenness is visually prominent.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


AITEXTURED Tools

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