Stone Rough Rock — Rugged Floor Stonework Rocks Gray Rugged — PBR seamless 3D texture free download

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

Preview — Stone Rough Rock — Rugged Floor Stonework Rocks Gray Rugged — PBR seamless 3D texture

IDrock-tile-floor-stone-rough-rock-rocks-gray-rugged
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Stone Rough Rock texture captures the essence of rugged gray stone tile flooring meticulously crafted to represent natural coarse rock formations commonly found in outdoor paving and man-made stonework. The base substrate mimics mineral-rich silicate rock featuring a complex interlocking grain structure with subtle weathering effects that suggest long-term exposure to outdoor elements. The surface finish appears naturally rough and unpolished emphasizing the porous uneven texture typical of aged stone tiles. Fine oxide layers and mineral pigmentation create nuanced gray color variations enhancing realism. These characteristics are faithfully translated into the PBR channels: the Albedo (BaseColor) map delivers authentic gray tones with subtle mineral specks while the Normal map encodes the intricate surface relief and rugged grain orientation. Roughness maps emphasize the coarse matte finish avoiding any artificial gloss and Height maps provide depth for realistic displacement or parallax effects. Ambient Occlusion enhances crevices and stone joints reinforcing the perception of physical depth and complexity.

Designed as a seamless and tileable 3D texture this material is optimized for modern content creation pipelines and supports resolutions up to 8K for high-end visualization needs alongside the standard 4K offering. It integrates smoothly with popular DCC applications like Blender and major game engines such as Unreal Engine and Unity utilizing a metal/roughness workflow that ensures consistent shading across both real-time and offline renderers. This physically based texture requires no manual tweaking to achieve reliable balanced results making it ideal for rendering rugged stone floors outdoor stonework or natural rock paving. Its careful calibration supports accurate light interaction and material response facilitating realistic rendering of coarse man-made stone surfaces without compromising performance or detail fidelity.

For practical use adjusting the UV scale to match the intended stone tile dimensions is recommended to preserve the natural appearance of the roughness and height details. Slight tuning of the roughness map can help tailor the material’s response to different lighting conditions from bright outdoor sun to diffuse cloudy environments enhancing realism. The height map can be leveraged effectively for parallax displacement in game engines or offline renders adding convincing depth to rugged floor stonework without the need for additional geometry. Overall this texture provides a versatile physically accurate solution for creators seeking seamless high-resolution stone tile textures with natural gray ruggedness and outdoor durability.

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.