Archviz Medieval Stone Substance Designer Wall — Seamless PBR Texture free download

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

Preview — Archviz Medieval Stone Substance Designer Wall — Seamless PBR Texture

IDarchviz-medieval-stone-substance-designer-wall
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Medieval Stone Substance Designer Wall texture is a meticulously crafted seamless PBR material designed to authentically replicate the natural stone substrate commonly found in historic medieval masonry. The base composition is characterized by fine-grained mineral aggregates primarily quartz and feldspar tightly bound together by weathered lime and clay-based mortars that have endured centuries of environmental exposure and subtle erosion. This combination creates a slightly porous rough surface finish with uneven grain orientation capturing the natural variability and depth typical of aged stone walls. The color palette arises from natural mineral oxides featuring warm beige and muted gray tones interspersed with occasional rust-like iron oxide streaks adding realistic patina and historic character to the texture’s overall appearance.

All essential PBR channels are included and optimized for up to 8K resolution ensuring exceptional detail and fidelity for close-up archviz renders and real-time visualization projects. The BaseColor map conveys the nuanced hues and pigment variations of the stone substrate while the Normal and Height maps emphasize subtle surface relief such as fine cracks carved edges and weathering effects that contribute to tactile depth. The Roughness map accurately represents the material’s non-metallic porous nature allowing realistic light diffusion without unnatural glossiness. The Metallic channel remains at zero to remain consistent with the natural stone’s composition and the Ambient Occlusion map enhances shadowed areas like mortar joints and crevices improving volumetric depth perception in scenes. This texture integrates seamlessly with physically based rendering workflows in Blender’s Cycles Unreal Engine and Unity delivering consistent and predictable color response across diverse archviz and game projects.

For optimal results it is recommended to maintain a larger UV tiling scale to preserve the texture’s natural randomness and avoid visible repetition which is crucial when recreating authentic medieval stone walls. Slight adjustments to the roughness value can help simulate the weathered stone surface typically found in outdoor environments enhancing realism under varied lighting conditions. This Archviz Medieval Stone Substance Designer Wall texture offers a reliable and versatile solution for professionals seeking to reproduce detailed medieval stone surfaces with a natural physically based approach that balances material authenticity and technical performance.

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.


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