Cobblestone Floor Cobblestone — Cobblestone Moss Damp Damp Wet Floor — PBR seamless 3D texture free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Cobblestone Floor Cobblestone — Cobblestone Moss Damp Damp Wet Floor — PBR seamless 3D texture

IDcobblestone-floor-04-cobblestone-moss-damp-wet-floor-outdoor
Moss
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Cobblestone Floor Cobblestone 04 texture is a meticulously crafted seamless 3D texture designed for physically based rendering (PBR) workflows optimized at 4K resolution with an optional 8K upgrade for high-end projects. The material replicates an outdoor man-made cobblestone surface weathered by time featuring damp and wet moss growth that adds organic complexity and subtle environmental storytelling. The base substrate consists of rugged mineral stones naturally eroded with porous surfaces and embedded with dirt and grime capturing the essence of a well-trodden urban floor. The stones’ irregular shapes are bound together with a cementitious binder that has aged allowing moss and moisture to settle into cracks and crevices accurately reflecting natural wear and weathering processes. The color palette conveyed through the albedo channel showcases muted greys and earthy browns enhanced by greenish moss pigments that soften the overall hard texture while subtle oxide layers contribute to the weathered look without overpowering the natural stone hues.

The texture’s PBR maps are carefully calibrated to convey the material’s physical properties across all modern digital content creation pipelines including Blender Unreal Engine and Unity ensuring consistent shading and realism in both real-time and offline renderers. The Normal map captures fine surface details such as stone roughness moss fibers and chipped edges providing depth without geometry overhead. Roughness maps vary across the surface reflecting damp wet patches with lower roughness values for subtle specular highlights contrasting with the rough dry stone areas. Ambient Occlusion enhances crevices and shadowed regions emphasizing the uneven floor topology. The Height map supports parallax and displacement effects to further enhance realism allowing the cobblestones to visually pop in close-up views without manual tweaking. Metallic maps are minimal as the material is primarily non-metallic focusing instead on organic and mineral components. Texture files are provided in PNG and EXR formats for maximum compatibility and fidelity.

This PBR material is tileable and optimized for outdoor environments delivering balanced detail and performance across game engines and digital content creation software. When integrating this texture it is recommended to adjust the UV scale according to the scene’s spatial requirements to maintain natural stone proportions. Slight roughness tuning may be applied to enhance wetness effects depending on lighting conditions or desired atmosphere. This cobblestone floor texture is ideal for urban landscapes medieval settings or any scene requiring a realistic damp mossy stone floor with detailed physically based shading that requires no manual adjustments to achieve consistent reliable results.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.