This seamless 3D texture showcases an intricately weathered tombstone surface, expertly crafted to replicate aged graveyard stone with mossy stone details. The base material emulates a dense, mineral-rich granite substrate, exhibiting natural porosity and subtle erosion from decades of exposure. Organic moss growth appears as green and muted patches, blending with the stone’s rough, slightly oxidized finish. The weathering process highlights fine cracks, chips, and surface pitting, enhanced by a layered composition of mineral aggregates and subtle organic fibers that simulate creeping moss and lichen adhering firmly to the stone. The overall texture finish is matte and uneven, capturing the tactile authenticity of a historic tombstone that has endured rain, wind, and time. Pigment variations in the BaseColor channel reflect mineral deposits and moss pigments, reinforcing the lifelike appearance of this haunted graveyard element.
Rendered in photorealistic 8K resolution and utilizing physically based rendering (PBR) principles, this mossy stone texture offers comprehensive channel data to maximize realism and versatility. The BaseColor/Albedo map delivers nuanced color differentiation between the cold gray stone and the vibrant yet subdued moss patches. The Normal map emphasizes the eroded surface details and moss fibers, providing depth without geometry changes. Roughness values vary across the surface, with weathered stone areas showing higher roughness and mossy patches slightly less, suggesting moisture retention. The Metallic channel remains near zero, as this organic stone material lacks metal content. Ambient Occlusion enhances crevices and surface imperfections, while the Height/Displacement map captures the subtle elevation changes caused by moss growth and stone erosion, ideal for parallax effects.
Designed for seamless tiling, this texture allows continuous coverage on large graveyard surfaces without visible repetition, making it ideal for Halloween-themed scenes and game assets. It is fully optimized and Unreal Engine, Blender, and Unity ready, ensuring smooth integration with various lighting setups and rendering pipelines. For best results, adjust the UV scale to maintain realistic moss patch sizes relative to your scene’s scale and fine-tune the roughness map to balance between wet and dry moss conditions. Additionally, utilizing the height map for parallax mapping can significantly enhance the perception of depth on tombstone edges and moss clusters, adding to the immersive haunted atmosphere. This seamless weathered tombstone 3D texture in 8K resolution provides a versatile, authentic material solution for graveyard environments requiring detailed, mossy stone surfaces with a creepy, aged aesthetic.
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.
