This seamless 3D texture showcases a meticulously crafted cobblestone path composed of weathered mineral stones, naturally bound by organic moss growth and damp stone deposits. The base substrate consists of rugged, irregular cobblestones with a porous surface that has aged over time, exhibiting subtle erosion and moisture retention. The mossy stone elements act as natural binders, filling crevices and softening the hard edges between stones with a layer of creeping green growth. This combination creates an authentically spooky outdoor ground surface, enhanced by dark brown and foggy gray pigments that evoke a damp, eerie atmosphere. The surface finish reflects a slightly rough, matte texture, characteristic of stones exposed to constant weathering and moisture, without any metallic sheen, emphasizing realism in both dry and wet areas.
Rendered in ultra-high 8K resolution, this PBR texture includes detailed BaseColor/Albedo maps that capture the nuanced color variations of dark damp stone and vibrant moss. The Normal map emphasizes the uneven grain orientation and roughness of individual stones, as well as subtle mossy protrusions, while the Roughness channel accurately simulates the contrast between slick, damp patches and coarse dry stone surfaces. The Metallic map remains near zero to reflect the non-metallic nature of the cobblestones, whereas the Ambient Occlusion channel enhances depth in cracks and mossy recesses, improving realism in shadowed areas. Height/Displacement maps provide precise surface elevation data, perfect for parallax effects that deepen immersion in game engines or 3D environments.
Optimized for seamless tiling, this texture supports extensive coverage across large outdoor terrains, making it ideal for use in Blender, Unreal Engine, or Unity projects, especially those requiring a creepy moss-covered cobblestone path for haunted or Halloween-themed scenes. For best results, adjusting the UV scale to emphasize moss detail and tuning roughness values can help achieve the desired balance between wet and dry stone surfaces, enhancing the eerie, damp ambiance. This versatile texture is a practical choice for developers and artists aiming to create authentic, spooky ground surfaces with high-fidelity materials and lifelike weathering effects.
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.
