Wall Outdoor Mosscovered — Stone Wall Aged Worn Wall — PBR seamless 3D texture free download

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

Preview — Wall Outdoor Mosscovered — Stone Wall Aged Worn Wall — PBR seamless 3D texture

IDmossy-stone-wall-discolored-weathered-uneven-exterior-moss-concrete
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR 3D texture depicts an aged mosscovered stone wall perfectly capturing the complex interplay of natural and man-made materials characteristic of weathered outdoor surfaces. The base substrate consists of rough-hewn rock and concrete mineral-rich and porous exhibiting uneven erosion and discolored patches from prolonged exposure to the elements. Organic moss growth adheres densely across the stonework creating a vivid contrast between the muted grays and browns of the weatherbeaten wall and the vibrant greens of the moss. The surface finish is matte and irregular reflecting the rugged dilapidated condition of a man-made outdoor structure exposed to rain wind and time. Fine grain orientation and subtle cracks reveal the layered composition of stone and concrete binders enhanced by accumulated dirt and organic matter. This natural aging process is convincingly represented through detailed height and displacement maps that emphasize the surface’s depth and relief while ambient occlusion highlights crevices where moss thrives and moisture collects.

All essential PBR maps are included to ensure realistic material behavior across multiple rendering environments: the Albedo (BaseColor) map captures the nuanced color variation of moss stone and concrete; the Normal map adds fine surface detail and uneven texture to simulate weathered roughness; Roughness maps define the balance between matte stone and slightly damp moss-covered patches; Metallic is minimal reflecting the non-metallic nature of stone and organic layers; Ambient Occlusion enhances shadowing in cracks and crevices for depth perception; and Height maps provide precise displacement for 3D surface irregularities. Provided in 4K resolution with an optional 8K upgrade this texture is optimized for modern pipelines and supports real-time applications in Blender Unreal Engine and Unity delivering reliable and consistent shading without manual tweaking.

For practical application adjusting the UV scale is recommended to maintain the fine detail of moss and stone texture when applied to large exterior walls or dungeon environments avoiding repetition artifacts. Additionally tuning roughness values can help achieve a more convincing weatherbeaten effect especially in areas where moisture and moss density vary. This balance of detailed texture and optimized performance makes it ideal for artists working on outdoor stonework aged concrete surfaces or dilapidated rock walls in diverse game engines and DCC tools. Its physically based nature ensures accurate light interaction and natural color rendition enhancing realism in both offline renderers and real-time engines.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.