Rock Boulder — Chipped Rocks Boulder Rough Uneven Rock — PBR seamless 3D texture free download

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

Preview — Rock Boulder — Chipped Rocks Boulder Rough Uneven Rock — PBR seamless 3D texture

IDrock-boulder-dry-weathered-chipped-rocks-boulder-stone-flat
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rock Boulder texture represents a dry weathered stone surface characterized by chipped and cracked features that reveal natural erosion and rough uneven terrain typical of outdoor rock formations. Its base composition mimics a mineral-rich substrate with a dense coarse grain structure and moderate porosity resulting from long-term exposure to environmental elements. The surface finish is rugged and matte highlighting natural imperfections such as chips fractures and eroded patches. Subtle color variations arise from oxide layers and mineral pigments contributing to an authentic earthy palette of grays and browns. These material qualities are faithfully captured in the PBR channels: the Albedo map delivers the nuanced base color and subtle pigment shifts; the Normal map encodes the intricate surface irregularities and chipped details; Roughness defines the matte non-reflective quality of the weathered rock; and Height provides fine displacement for depth and realism. Ambient Occlusion enhances shading in crevices and cracks to emphasize the natural topology without artificial enhancement while the Metallic channel remains minimal reflecting the non-metallic nature of stone.

Engineered as a seamless 3D texture optimized for modern production pipelines this tileable PBR material is available in high-resolution 4K with an optional 8K upgrade ensuring exceptional detail even in close-up renders. It is fully compatible with Blender Unreal Engine and Unity supporting the metal/roughness workflow for consistent shading across real-time and offline renderers. The texture calibration allows for reliable results without manual tweaking balancing fine detail and performance efficiently across digital content creation tools and game engines. The dry eroded rock boulder surface is ideal for natural outdoor environments terrain modeling and any project requiring realistic stone materials with a rough damaged and uneven finish.

For practical use it is recommended to adjust UV scale carefully to maintain realism in large outdoor scenes—scaling too small can obscure the chipped and cracked features while scaling too large may cause tiling artifacts. Additionally refining roughness values in your shader can enhance the natural matte finish or simulate varying weathering effects across the stone surface. This physically based texture set including PNG and EXR formats offers all necessary maps—albedo normal roughness ambient occlusion and height—to recreate authentic rock boulder dry surfaces with natural detail and balanced performance for a wide range of 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

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.