This seamless 3D texture presents a small cobblestone pavement characterized by natural stone materials with subtle mineral variations and organic mossy grout filling the joints. The cobblestones exhibit weathered, rough surfaces with natural erosion patterns and aged edges, reflecting years of exposure to environmental factors. Dry leaves and scattered patchy grass grow sporadically around the stones, adding authentic organic debris and enhancing the overall realism. The base substrate of the stones is a dense mineral composite with slight porosity, while the grout mimics a moss-infused cementitious binder, combining natural green hues with earthy tones for an organic finish. The dry leaves show delicate fibrous structures and muted autumnal pigments, contributing to the natural color palette without overpowering the stone details. This texture is designed to replicate real-world pavements with rich surface detail, suitable for photorealistic park environments and natural outdoor scenes.
In terms of PBR channels, the BaseColor/Albedo map captures the subtle color variations between the cobblestone’s mineral base, mossy grout, and dry leaf debris, providing a balanced and realistic palette. The Normal map emphasizes the rough, uneven surfaces of the small cobblestones and the fine texture of the moss and leaves, while the Roughness map controls the matte, weathered finish of the stone and the softer, slightly damp appearance of the moss. The texture contains no metallic elements, so the Metallic map remains black, ensuring a purely non-metallic surface. Ambient Occlusion enhances the crevices between stones and the depth beneath leaves and grass clusters, improving spatial perception. The Height/Displacement map highlights the worn edges and natural erosion, enabling realistic parallax effects and subtle surface depth in 3D applications.
Rendered at an ultra-high 8K resolution, this seamless texture is optimized for use in Blender, Unreal Engine, and Unity, providing exceptional detail even at close inspection. Its seamless nature allows effortless tiling over large surfaces without visible repetition, making it ideal for extensive park pavements or realistic ground coverings in architectural visualization and game development projects. For best results, it is recommended to carefully adjust the UV scale to maintain the natural size of the small cobblestones and to fine-tune the roughness map to balance the dry stone texture with the softer mossy grout. Additionally, leveraging the height map with parallax occlusion can add convincing depth to the pavement surface, enhancing immersion in photorealistic scenes.
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.
