This worn green marble texture seamless high resolution up to 8k presents a meticulously crafted material that captures the essence of natural stone with remarkable fidelity. At its core, the base substrate mimics the crystalline calcium carbonate composition of marble, interspersed with subtle mineral veins and weathered imperfections that create an authentic aged appearance. The surface finish reflects a gently polished patina with areas of light abrasion, revealing the fine grain orientation and slight porosity characteristic of naturally worn stone. The green coloration is achieved through mineral pigments and oxide layers embedded within the stone matrix, lending depth and variation while maintaining a seamless repeatable pattern ideal for large-scale applications.
In physically based rendering (PBR) workflows, this tileable worn green marble texture seamless high resolution up to 8k is optimized to deliver natural and predictable results across multiple channels. The BaseColor (Albedo) channel highlights the nuanced green hues and subtle veining, while the Normal map encodes surface microdetail such as fine cracks, scratches, and polished ridges. Roughness values are carefully balanced to simulate the interplay between smooth polished areas and the rougher, weathered zones, providing realistic light diffusion and reflections. The Metallic channel remains minimal, consistent with the non-metallic nature of marble, while Ambient Occlusion enhances depth in crevices and porous regions. The Height/Displacement map supports detailed parallax effects and surface relief, enhancing realism in close-up renders and real-time scenes.
Designed for seamless integration, this worn green marble texture seamless high resolution up to 8k is fully compatible with Blender, Unity, and Unreal Engine, enabling artists and developers to achieve high-quality cinematic renders, real-time environments, and level dressing with ease. Its clean and repeatable pattern scales elegantly across large surfaces without visible seams, ensuring consistent visual fidelity. For optimal results, maintain consistent texel density across your assets and keep UV maps uniform to avoid stretching or distortion. Additionally, fine-tuning the roughness channel can help tailor the balance between gloss and matte, adapting the worn finish to various lighting conditions and project requirements.
The seamless worn green marble texture offers a high resolution up to 8ktexture with detailed marble textures and an AI-enhanced quality that ensures a realistic 3D preview for accurate PBR material representation.
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.
