Rock Wall — Weathered Cracked Wall Stones Brown Rock — PBR seamless 3D texture free download

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

Preview — Rock Wall — Weathered Cracked Wall Stones Brown Rock — PBR seamless 3D texture

IDrock-wall-03-rough-uneven-old-weathered-cracked-wall
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rock Wall 03 texture presents a highly detailed weathered and cracked surface composition that perfectly captures the essence of an old uneven brown stone wall typically found in outdoor man-made environments. The base substrate mimics natural sedimentary rock composed primarily of mineral aggregates bound together by fine silicate cement which imparts a robust yet porous structure. Over time the surface has undergone significant weathering resulting in chipped edges stained patches and discoloration that reveal the natural aging process of the material. These subtle variations in color and texture are achieved through layers of iron oxide pigments and organic deposits contributing to its worn and rugged appearance. The surface finish is rough and matte with natural fissures and cracks accentuating the irregular grain orientation and uneven topography typical of aged stone masonry.

This physically based rendering (PBR) 3D texture is meticulously crafted to reflect these material characteristics across all essential texture maps. The albedo channel captures the true color variation of the brown rock and weathered stains while the normal map encodes the intricate surface relief of cracks chips and stone grain for realistic lighting response. The roughness map emphasizes the coarse non-reflective nature of the weathered rock balancing between matte and slightly glossy areas where natural erosion has smoothed the surface. Ambient occlusion enhances depth perception by simulating shadowing in crevices and cracks and the height map provides precise displacement data to amplify the unevenness and three-dimensional feel of the wall. No metallic channel is included consistent with the non-metallic mineral composition of the stones. Together these PBR maps—provided in high-resolution 4K with an optional 8K upgrade—ensure compatibility and optimal realism in Blender Unreal Engine and Unity workflows using the metal/roughness pipeline.

Optimized for modern 3D pipelines this seamless tileable texture delivers consistent shading and reliable results without manual tweaking making it ideal for both real-time game engines and offline renderers. The texture supports EXR and PNG formats to accommodate diverse project requirements. For practical use adjusting the UV scale to match the real-world size of the stone blocks can enhance visual fidelity while fine-tuning roughness values allows better control over light diffusion on the uneven weathered surface. This Rock Wall 03 texture strikes a careful balance between detailed realism and performance efficiency suitable for recreating authentic aged stone walls in architectural visualizations games and film environments.

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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