Weatherbeaten Stonework Timeworn — Stonework Timeworn Exterior Chipped Wall Weathered — PBR seamless 3D texture free download

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

Preview — Weatherbeaten Stonework Timeworn — Stonework Timeworn Exterior Chipped Wall Weathered — PBR seamless 3D texture

IDrabdentse-ruins-wall-chipped-wall-weathered-damaged-worn-rocks
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Weatherbeaten Stonework Timeworn texture authentically captures the rugged and historic essence of the Rabdentse ruins wall presenting a highly detailed weathered stone surface that has endured centuries of exposure to outdoor elements. This man-made stonework texture is composed primarily of coarse mineral aggregates bonded by natural cementitious materials creating a substrate that reflects the porous crumbling quality of dilapidated fortress walls. The grain orientation within the stone highlights chipped and worn areas while subtle erosion and weathering effects produce an uneven rough surface finish. The coloration features muted earth tones enriched by natural oxide pigments and mineral deposits simulating the discoloration and patchy wear typical of abandoned weatherbeaten rock surfaces found in historic outdoor environments.

Designed as a seamless physically based 3D texture this material includes comprehensive PBR maps optimized up to 8K resolution ensuring exceptional detail and realism in modern rendering pipelines such as Blender Unreal Engine and Unity. The Albedo (BaseColor) map faithfully reproduces the faded chipped stone hues while the Normal map accentuates rugged surface details like cracks chips and rough edges characteristic of timeworn stonework. The Roughness channel balances matte and semi-reflective areas to simulate natural weathering and moisture absorption on the exterior stone surface while the Metallic map remains minimal to reflect the non-metallic nature of natural rock. Ambient Occlusion enhances depth by shading crevices and depressions and the Height (Displacement) map captures subtle relief variations caused by crumbling and erosion adding tactile realism for both real-time and offline rendering workflows.

Optimized for exterior and outdoor scenes this tileable PBR texture delivers reliable ready-to-use results with minimal adjustment. For best practical application adjusting the UV scale is recommended to match the intended environment—larger scales emphasize the grandeur and ruggedness of fortress walls while smaller scales reveal intricate stone details in close-up views. Additionally fine-tuning the roughness map allows simulation of varying weathering levels or dampness enhancing versatility for recreating damaged worn and timeworn stone surfaces in historic or abandoned settings. This stonework texture provides an ideal solution for artists and designers seeking to realistically portray weathered crumbling and weatherbeaten exterior stone in detailed physically based 3D projects.

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.