Rough Wall Stones — Wall Stones Worn Stones Worn Rocks — PBR seamless 3D texture free download

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

Preview — Rough Wall Stones — Wall Stones Worn Stones Worn Rocks — PBR seamless 3D texture

IDrock-wall-04-old-rough-wall-stones-worn-rocks
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Wall Stones texture represents a physically based seamless 3D surface derived from naturally weathered and worn stone materials commonly found in outdoor rock walls specifically modeled on the rock wall 04 archetype. The base substrate mimics dense sedimentary stone with a coarse grain structure featuring mineral aggregates bound by natural cementing agents that create a porous yet durable composition. Over time environmental exposure results in a rough dirty and brown surface patina characterized by accumulated dirt moss and subtle oxidation layers that provide the worn and weathered look. These elements are carefully captured in the texture’s surface finish which balances a matte uneven roughness with occasional smoother patches where erosion has polished the stone edges. The coloration primarily relies on earthy brown and muted gray pigments simulating natural iron oxide deposits and mineral staining that enrich the albedo channel with realistic tonal variation.

The PBR maps included—albedo normal roughness ambient occlusion (AO) and height—faithfully represent these compositional details for physically accurate shading and lighting in real-time and offline renderers. The albedo channel conveys the diffuse color information depicting the stone’s brown hues and weathered dirt without metallic reflections. The normal map encodes micro-surface details such as grain orientation cracks and chips enhancing the tactile roughness and depth perception. Roughness values vary across the surface reflecting both the coarse abrasive stone texture and the smoother eroded areas while the AO map emphasizes shadowed crevices and recessed features for enhanced realism. The height map provides displacement data that supports subtle geometric variation ideal for parallax or tessellation effects to accentuate the uneven stone surface. The texture is optimized for modern 3D pipelines and comes in 4K resolution with an optional 8K upgrade ensuring crisp detail and performance balance across Blender Unreal Engine and Unity workflows.

For best results it is recommended to adjust the UV scale to maintain natural stone proportions and to fine-tune the roughness map depending on lighting conditions—lower roughness for wet or polished effects higher for dry dusty surfaces. This tileable texture allows seamless repetition without visible borders making it an excellent choice for large-scale outdoor rock walls or man-made stone constructions in game environments and architectural visualizations. The inclusion of PNG and EXR formats ensures compatibility and flexibility in various DCCs and game engines supporting metal/rough workflows and consistent shading calibrations that require no manual tweaking. Overall this Rough Wall Stones PBR texture delivers reliable physically accurate and visually rich results suitable for any project needing authentic weathered stone surfaces with balanced detail and optimized performance.

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.