This seamless 8k 3d texture presents a highly detailed flagstone rough pavement, meticulously crafted to capture the authentic characteristics of aged stone surfaces bonded with dark grout. The base material resembles natural sedimentary rock, exhibiting a porous mineral composition with subtle variations in grain orientation that contribute to its organic appearance. The dark grout acts as a durable binder, filling the joints and providing strong contrast against the weathered flagstone slabs. Over time, environmental factors such as moisture, temperature fluctuations, and erosion have left evident stone erosion marks and cracked surface details, emphasizing the pavement’s exposure to natural elements and enhancing its realistic wear patterns. Embedded pebbles near the joints add complexity and natural variation, while weathered edges soften transitions between stones, enriching the overall surface finish with a rough, tactile quality.*
In terms of PBR workflow, this texture leverages multiple channels to maximize realism and flexibility. The BaseColor (Albedo) channel captures the subtle earth tones and dark grout contrast, accurately reflecting the natural pigmentation of minerals and oxide layers within the flagstone. The Normal map conveys fine stone erosion and cracked surface relief, enhancing depth and tactile perception under dynamic lighting. Roughness values vary across the surface—higher on the weathered, eroded stone areas to simulate diffuse reflection, and lower near the grout to hint at its slightly smoother, more compacted texture. The Metallic channel remains near zero, consistent with non-metallic stone materials. Ambient Occlusion enhances crevices and grout lines for natural shadowing, while Height/Displacement maps define the uneven surface topology, making this texture ideal for parallax or tessellation effects in real-time engines.*
Rendered in ultra-high 8k resolution, this texture is optimized and ready for seamless tiling in Blender, Unreal Engine, and Unity, ensuring crisp detail even at close inspection or large-scale applications. Its natural composition and realistic surface finish make it perfect for photorealistic 3D park environments, outdoor plazas, or heritage site visualizations where authentic stone pavements are required. For best results, it is recommended to fine-tune the UV scale to balance tile repetition visibility and maintain natural stone size, and to adjust roughness maps slightly depending on environmental conditions, such as wet or dry surfaces, to achieve the desired reflectivity and wear effects.*
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.
