This seamless 3D texture showcases a photorealistic mossy stone surface modeled after authentic graveyard stones, rendered in ultra-high 8k resolution with physically based rendering (PBR) materials. The base substrate mimics weathered sedimentary rock, characterized by natural mineral grains and uneven porosity that invites organic moss growth. The texture’s surface finish appears rough and aged, with subtle erosion and micro-cracks typical of long-exposed stone monuments. Patches of vibrant green and dark, creepy moss organically cling to the stone’s irregular geometry, enhanced by delicate color variations from subtle dark brown to foggy gray pigments, replicating the atmospheric gloom of eerie Halloween-themed environments. This composite of stone and moss is expertly balanced to deliver a believable haunted graveyard ambiance suitable for virtual worlds, games, and cinematic scenes.
The PBR channels effectively convey the material’s complex composition and weathering effects. The BaseColor/Albedo map captures the nuanced mineralogy of the graveyard stone, interspersed with dark brown and moss green hues that highlight the organic growth. The Normal map defines the rough, uneven surface topology, including moss clumps and stone erosion, adding tactile depth. Roughness values vary naturally across the surface, with moss areas exhibiting higher roughness for a soft, fibrous feel, while smoother stone patches reflect subtle specular highlights. The Metallic channel remains low to none, as the texture replicates non-metallic stone, whereas Ambient Occlusion emphasizes crevices and moss-covered recesses for enhanced depth perception. Height/Displacement maps provide fine surface relief, perfect for realistic parallax effects and shadow interplay in real-time engines.
Designed for seamless tiling, this mossy stone graveyard texture ensures continuous coverage without visible edges, making it ideal for wrapping tombstones, ground slabs, or crumbling walls within spooky, haunted scenes. Its high-resolution 8k detail supports close-up inspection in Blender, Unreal Engine, and Unity projects, maintaining fidelity across various scales. For optimal results, it is recommended to adjust the UV scale to balance detail density and performance, and fine-tune roughness maps to achieve the desired weathered look under dynamic lighting. This texture’s blend of natural stone mineralogy, organic moss growth, and atmospheric color tones offers a versatile, ready-to-use asset tailored for Halloween-themed 3D environments requiring authentic, creepy mossy stone graveyard surfaces.
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.
