Bare Rock Uneven — Rock Uneven Discolored Rock Wall — PBR seamless 3D texture free download

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

Preview — Bare Rock Uneven — Rock Uneven Discolored Rock Wall — PBR seamless 3D texture

IDrock-wall-02-rough-rock-face-bare-rock-uneven-discolored
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Bare Rock Uneven 3D texture offers a highly detailed and physically based representation of a natural rock wall ideal for outdoor terrain and coastal landscape environments. The material captures the complex composition of bare rock faces where mineral substrates are interspersed with weathered and eroded surfaces exhibiting uneven and discolored patches indicative of natural aging processes. Its surface finish reflects a rough weather-beaten texture with subtle mossy patches simulating organic growth and environmental effects. The base substrate consists primarily of granular mineral aggregates bonded with natural cementation exhibiting porous regions and fracture lines that contribute to the rock’s uneven character. Color variations arise from oxide layers and embedded pigments giving the discolored appearance typical of exposed rock walls in coastal or mountainous settings.

All critical material attributes are mapped across PBR channels to ensure realistic rendering in modern pipelines. The Albedo/ BaseColor map captures the natural color range from deep grays to faded earth tones highlighting discoloration and mossy accents. The Normal map defines the intricate surface topology emphasizing cracks eroded spots and uneven grain orientation. Roughness values are carefully balanced to reflect the coarse matte finish of weathered rock while the metallic channel remains minimal to preserve the non-metallic nature of stone. Ambient Occlusion adds depth by accentuating crevices and shadowed areas and the Height map provides displacement data for enhanced relief and parallax effects. This seamless tileable 4K texture includes an optional 8K version for high-end use cases ensuring crisp detail across all scales.

Designed for seamless integration into Blender Unreal Engine and Unity this PBR material supports the metal-rough workflow with optimized calibrations for consistent shading in both real-time and offline renderers. Its balanced detail and performance make it suitable for diverse applications from rock wall 02 assets in game environments to realistic terrain modeling in digital content creation suites. For best results users should adjust the UV scale to prevent repetitive patterns and fine-tune roughness maps to match specific lighting conditions. Employing the height map with parallax occlusion can further enhance the natural depth and unevenness of rock faces enriching outdoor scenes with authentic weathered and eroded characteristics.

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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