Wall Worn Rock — Worn Rock Concrete Weathered Wall Worn — PBR seamless 3D texture free download

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

Preview — Wall Worn Rock — Worn Rock Concrete Weathered Wall Worn — PBR seamless 3D texture

IDrock-wall-07-rough-uneven-weathered-wall-worn-rock
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture Wall Worn Rock — Rock Wall 07 captures the authentic look of weathered worn concrete and stone surfaces typical of outdoor fortress walls castle dungeons and other rugged man-made exterior environments. The base material simulates a composite of mineral aggregates and cementitious binders with uneven grain orientation and subtle porosity that define its rough tactile surface. Over time natural weathering processes create a distinct patina softening edges and adding layers of dirt and discoloration resulting in a visually rich and imperfect finish. The color palette ranges from muted grays to dusty earth tones reflecting oxide layers and pigment variations embedded within the concrete and stone matrix. This weathered wall texture is optimized for modern pipelines ensuring balanced detail and performance across diverse digital content creation software and game engines.

The PBR maps included—albedo (BaseColor) normal roughness ambient occlusion (AO) and height (displacement)—work together to faithfully replicate the material’s physical properties. The albedo channel captures the diffuse color variations and weathered stains while the normal map defines the intricate unevenness and microscopic surface detail of the stone and concrete grains. Roughness maps emphasize the varying glossiness caused by surface wear and erosion ranging from coarse matte areas to slightly smoother patches. Ambient occlusion enhances depth perception by simulating soft shadows in crevices and cracks and the height map provides precise displacement data allowing for realistic parallax effects and enhanced geometry detail without high polygon counts. This tileable PBR texture is available in 4K resolution with an optional 8K version for high-end rendering scenarios ensuring exceptional clarity in Blender Unreal Engine and Unity environments.

Designed to support the metal/rough workflow and calibrated for consistent shading this texture delivers reliable results without manual tweaking whether used in real-time game engines or offline renderers. Its seamless nature allows for flexible UV scaling making it ideal for large exterior walls or smaller dungeon rock surfaces alike. For optimal realism it is recommended to fine-tune roughness values to match specific lighting conditions and to use the height map in parallax or displacement settings to accentuate the uneven weathered characteristics of the stone and concrete surfaces. This combination maximizes both visual fidelity and performance providing a versatile physically based material suitable for a wide range of outdoor and architectural 3D projects.

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.