Wall Rock — Chipped Rocks Dry Uneven Stones Wall — PBR seamless 3D texture free download

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

Preview — Wall Rock — Chipped Rocks Dry Uneven Stones Wall — PBR seamless 3D texture

IDrock-wall-06-rough-uneven-stones-wall-rock-chipped
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Wall Rock texture represents a carefully crafted 3D material depicting chipped dry and uneven stones typical of a rugged rock wall 06. The composition simulates natural mineral substrates primarily composed of dense silicate minerals with a rough weathered surface finish that reflects years of outdoor exposure. The texture captures subtle variations in grain orientation and porosity highlighting the small cavities and fissures formed by natural erosion and accumulated dirt. Fine oxide layers and mineral pigments contribute to the muted earth tones visible in the albedo channel conveying a realistic dry and dusty appearance without excessive gloss or moisture. This physically based material balances the roughness and height variations to faithfully emulate the tactile irregularities and chipped edges of real rock surfaces.

The PBR maps included—albedo normal roughness ambient occlusion and height—work together seamlessly to enhance realism across modern digital content creation pipelines. The albedo channel provides the base color information capturing subtle color shifts from dirt and mineral deposits. The normal map encodes detailed surface bumps and chipped stone edges creating convincing light interaction in real-time and offline renderers. Roughness values are optimized to balance matte dry stone surfaces against slightly rougher weathered patches while ambient occlusion accentuates crevices and uneven stone layers adding depth. Height and displacement maps supply fine relief details essential for parallax effects or tessellation in engines like Unreal Engine Unity and Blender’s Cycles or Eevee supporting consistent shading with metal/rough workflow calibrations.

Available in 4K resolution with an optional 8K upgrade for high-end projects this tileable and seamless 3D texture ensures performance and visual fidelity across diverse platforms and game engines. The texture format options include PNG for general use and EXR for extended dynamic range and precision making it suitable for both real-time applications and offline rendering pipelines. To maximize realism it is recommended to carefully adjust UV scaling to match the scale of your rock wall geometry and fine-tune roughness values slightly depending on the lighting environment especially for outdoor scenes where light intensity and dirt accumulation vary. This physically based material delivers reliable high-quality results without the need for manual tweaking making it an efficient asset for artists and developers aiming to replicate authentic weathered rock walls in their 3D 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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