Wall Rock Quarry — Rough Wall Rock Quarry Wall — PBR seamless 3D texture free download

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

Preview — Wall Rock Quarry — Rough Wall Rock Quarry Wall — PBR seamless 3D texture

IDquarry-wall-02-rough-wall-rock-quarry-quarry-stone-rock-face
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Wall Rock Quarry 3D texture labeled quarry wall 02 authentically represents the roughhewn character of solid rock commonly found in outdoor stone quarries and mining sites. The material’s base substrate consists of tightly bonded mineral aggregates forming a dense quarry stone matrix naturally shaped through geological processes over time. This results in an irregular rock face marked by natural porosity fractures and weathering effects such as surface chipping and mineral oxide layers. The coarse surface finish captures the rugged essence of quarry walls with earth-toned pigments and subtle color variations derived from embedded mineral deposits and iron oxide staining producing a balanced and realistic albedo map true to natural stone quarry environments.

All physically based rendering (PBR) channels of this seamless 3D texture are expertly crafted to convey the physical and visual properties of a rough quarry wall. The Albedo (BaseColor) map provides natural stone hues without baked lighting maintaining authenticity for various lighting conditions in Blender Unreal Engine and Unity workflows. The Normal map encodes fine surface details such as fissures chips and grain orientation adding depth and realism without increasing polygon count. Roughness values are calibrated to replicate the matte uneven texture of quarry stone surfaces avoiding glossiness and emphasizing natural variation. Metallic is consistently minimal reflecting the non-metallic nature of rock. Ambient Occlusion enhances shading in crevices and recessed areas intensifying three-dimensional perception. The Height map supports displacement and parallax effects enabling realistic surface contouring and depth on stone walls and rock faces.

Available natively at 4K resolution with an optional upgrade to 8K this quarry wall texture ensures high-fidelity detail for demanding projects while remaining optimized for performance across digital content creation pipelines. Its tileable format guarantees seamless repetition over large surfaces such as mining sites quarry walls or stone quarries without visible seams or artifacts. For optimal results adjusting the UV scale to align with natural quarry block dimensions is recommended alongside fine-tuning roughness parameters to simulate varying degrees of moisture or weathering on the rock face. Utilizing the height map with parallax occlusion mapping further enhances realism in close-up renders or interactive environments making this texture ideal for both real-time and offline rendering applications.

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

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