Wall Stacked Stones — Rough Wall Stacked Stacked Stones Castle — PBR seamless 3D texture free download

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

Preview — Wall Stacked Stones — Rough Wall Stacked Stacked Stones Castle — PBR seamless 3D texture

IDbroken-wall-rough-wall-stacked-stones-castle-old
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a wall composed of stacked stones embodying the rugged character of ancient and broken walls commonly found in castles and outdoor rock formations. The base substrate mimics natural stone minerals with subtle variations in grain orientation and porosity reflecting the weathered and rough surface typical of old man-made masonry. The texture’s composition suggests a blend of coarse aggregates bound by mineral-rich mortar creating an uneven tactile surface where erosion and age have introduced cracks and chips. Colorants are derived from oxide layers and natural pigments delivering a balanced palette of earthy browns grays and muted ochres that capture the authentic appearance of aged stone walls whether exposed indoors or outdoors. The surface finish remains matte and rough emphasizing the stone’s tactile quality and historic character without gloss or polish.

In terms of PBR channels the BaseColor (Albedo) map contains carefully calibrated pigments that preserve the natural stone hues and subtle staining from weathering while the Normal map encodes fine details of the rough uneven stone faces and mortar joints enhancing depth and realism in real-time engines. The Roughness map reflects the non-uniform surface finish with higher roughness values representing worn or chipped areas and lower values on less weathered stone edges supporting dynamic light scattering. The Metallic channel is minimal or absent consistent with the non-metallic nature of stone and mortar. Ambient Occlusion improves the perception of depth in crevices and joint shadows and the Height (Displacement) map provides accurate surface relief for enhanced parallax effects and displacement rendering. These PBR components together deliver a physically based tileable material that performs reliably across Blender Unreal Engine and Unity with optional 8K resolution for projects demanding ultra-high detail.

Optimized for modern production pipelines this texture balances detail and performance making it suitable for both indoor and outdoor environments ranging from ancient castles to contemporary man-made stone walls. It is designed to integrate seamlessly without manual tweaking ensuring consistent shading whether used in real-time rendering or offline workflows. For best results users should consider adjusting UV scale to maintain appropriate stone size relative to the scene and fine-tune roughness to match specific lighting conditions or material wear. This free download includes PNG and EXR formats for maximum flexibility across diverse digital content creation (DCC) tools and game engines supporting a metal/rough workflow with built-in calibrations for consistent output. Whether enhancing architectural visualization game environments or cinematic scenes this PBR texture delivers authentic high-resolution stone wall surfaces with reliable physically accurate lighting response.

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.