The Verde Alpi Marble Dark Green texture is an exquisitely detailed AI-generated material that authentically replicates the natural complexity and deep visual depth of genuine Verde Alpi marble. This metamorphic stone primarily consists of calcite and serpentine minerals, which impart its signature dark green base color enriched by intricate veins of white and lighter green hues. The surface is polished to a smooth, glossy finish, emphasizing the marble’s crystalline structure and subtle translucency. This tileable Verde Alpi marble dark green texture faithfully captures the stone’s mineral grain orientation and natural porosity, reflecting the subtle weathering patterns and tactile irregularities found in real marble slabs. The seamless pattern ensures continuity without visible breaks, making it ideal for large-scale architectural visualizations and detailed close-up renders.
Within the PBR texture maps, the Base Color (Albedo) channel presents the rich dark green tones and variegated veins characteristic of authentic marble, while the Normal map encodes fine surface irregularities and mineral grain direction to add realistic depth and texture. The Roughness map balances the polished gloss with micro-roughness that mimics the natural tactile sensation of marble, avoiding an overly reflective or artificial appearance. The Metallic channel remains minimal, consistent with marble’s inherent non-metallic nature. Ambient Occlusion enhances the perception of depth and crevices between veins, while the Height/Displacement map adds convincing surface relief, simulating natural weathering, porosity variations, and subtle elevation differences that contribute to a lifelike 3D preview experience.
This high-quality Verde Alpi Marble Dark Green AI texture is available at an impressive resolution of up to 8K, ensuring exceptional detail and clarity suitable for demanding projects in Blender, Unreal Engine, and Unity. Its seamless, tileable design allows for flexible UV scaling, enabling users to fine-tune the marble vein size and flow to best suit their models and scenes. For optimal visual results, adjusting the roughness map can help tailor the reflectivity to various lighting environments, while careful use of the Height or Displacement maps enhances the material’s dimensionality without overwhelming the surface realism. This makes the texture a versatile choice for interior staging, product mockups, game environments, and any digital asset requiring authentic marble textures with a natural, polished finish.
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.
