Cobblestone Moss Castle — Moss Castle Fort Fort Pavement Floor — PBR seamless 3D texture free download

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

Preview — Cobblestone Moss Castle — Moss Castle Fort Fort Pavement Floor — PBR seamless 3D texture

IDfloor-pattern-01-cobblestone-moss-castle-fort-pavement-floor
Moss
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Cobblestone Moss Castle texture is a meticulously crafted seamless 3D texture designed to replicate the intricate characteristics of aged cobblestone paving found in historic castle and fort environments. The base substrate is a naturally weathered mineral stone exhibiting porous and slightly rough surfaces due to years of outdoor exposure. This stone is interspersed with organic moss growth that softens the harshness of the cobblestone creating a complex interplay between hard mineral aggregates and soft biological fibers. The surface finish reflects a worn slightly uneven pavement floor with subtle dirt accumulation and natural discoloration caused by environmental factors. The color palette is rooted in muted earth tones combining grays and browns of the stone with varying greens of moss achieved through carefully layered pigments and oxide layers to simulate realistic weathering and organic growth.

The texture’s physically based rendering (PBR) workflow utilizes multiple high-resolution maps to capture these details accurately. The Albedo (BaseColor) channel conveys the natural stone hues and moss pigmentation without baked-in shadows while the Normal map enhances the tactile roughness and depth of the cobblestones and moss patches simulating fine surface relief. Roughness is balanced to reflect the partly polished yet naturally eroded surfaces promoting realistic light scattering and subtle specular highlights. The Ambient Occlusion (AO) channel reinforces crevices and recessed areas between stones adding visual depth to the pavement floor pattern. Height and displacement maps provide additional relief for advanced shading techniques emphasizing the unevenness of the fort’s man-made cobblestone road underfoot. This texture is offered in 4K resolution with an optional 8K version for high-end use cases optimized for seamless tiling in modern pipelines and compatible with Blender Unreal Engine and Unity.

Each PBR map is calibrated to support consistent shading and lighting across real-time and offline renderers ensuring reliable results without the need for manual tweaking. The metalness channel is effectively zeroed out to reflect the non-metallic nature of stone and organic moss enhancing physical accuracy in the rendering process. This tileable texture excels in outdoor scenes especially when used to recreate castle courtyards fort pavements or historic road surfaces. For best results it is recommended to adjust the UV scale to maintain the natural size of cobblestones relative to the scene and to fine-tune roughness values to match the desired level of surface wear or moisture. The included PNG and EXR formats provide flexibility for different workflows and high dynamic range requirements making this cobblestone moss castle texture a reliable choice for artists seeking detailed physically based outdoor floor patterns in a man-made environment.

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.