This seamless 3D PBR texture presents a meticulously crafted dark stone tile surface, rendered at an impressive 8K resolution to capture every minute detail. The base material resembles a naturally occurring granular gray stone, composed primarily of mineral aggregates tightly bound by weathered cementitious binders that simulate natural stone cementation. The surface exhibits subtle porosity and slight erosion effects, revealing a matte finish with faint mossy accents that contribute to an authentic aged appearance. These natural color variations and textural imperfections are precisely represented in the BaseColor/Albedo channel, while the Normal map defines the granular stone grain orientation and rough unevenness typical of ancient, weather-beaten tile surfaces. The Roughness map emphasizes the matte, non-reflective quality, avoiding any metallic shine, which is confirmed by a near-zero Metallic channel, faithfully mimicking natural stone without artificial gloss. Ambient Occlusion enhances crevices and mossy recesses, adding depth to the weathered look, and the Height/Displacement channel provides subtle surface relief ideal for parallax or tessellation effects.
Designed with versatility in mind, this dark stone tile texture is perfectly suited for Halloween-themed digital environments, including haunted house interiors, ancient tomb floors, and eerie graveyard grounds. The texture tiles flawlessly, enabling artists to create expansive, continuous surfaces without visible seams, essential for photorealistic rendering in Blender, Unreal Engine, and Unity projects. The combination of granular roughness, weathered matte finish, and natural moss growth offers a convincing atmospheric effect that enhances spooky environments while maintaining realism. Its high-detail 8K resolution ensures that even close-up views retain crispness and complexity, vital for game assets and cinematic visualizations requiring authentic stone materials with natural wear and aging.
For optimal use, consider adjusting the UV scale to balance tile repetition with scene scale, ensuring the stone grain and moss details neither appear too large nor overly repetitive. Additionally, fine-tuning the roughness parameter can help match different lighting conditions—lowering it slightly for damp or polished stone effects, or increasing it for dry, dusty surfaces. The Height/Displacement channel is particularly effective for adding subtle depth via parallax or tessellation, enhancing the tactile feel of the rough, weathered stone tile surface. This texture is fully optimized and ready for immediate integration into any Halloween or dark-themed environment design workflow, providing a seamless, photorealistic foundation that elevates the authenticity and immersive quality of your digital scenes.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
