Rocks Wall Weathered — Rock Rocks Wall Wall Weathered Stone — PBR seamless 3D texture free download

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

Preview — Rocks Wall Weathered — Rock Rocks Wall Wall Weathered Stone — PBR seamless 3D texture

IDrock-wall-08-uneven-rock-rocks-wall-weathered-stone
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rocks Wall Weathered texture captures the intricate details of a timeworn uneven stone wall showcasing natural rock formations and weathered stonework typical of man-made outdoor structures. The base substrate consists primarily of mineral-rich stone exhibiting a rough porous surface shaped by environmental exposure and erosion. The rock’s composition includes varied grain orientations and subtle aggregates that contribute to its rugged worn character. Over time natural binders such as mineral oxides and organic deposits have created a stable yet visually complex surface finish that is neither polished nor overly smooth but distinctly matte with patches of roughness and subtle discoloration in shades of gray and grey. These nuances provide an authentic representation of aged stone walls ideal for realistic 3D environments and architectural visualizations.

In this physically based rendering (PBR) texture set the base color (Albedo) channel accurately portrays the gray stone’s muted tones enhanced with subtle pigment variations reflecting weathering and mineral deposits. The Normal map adds convincing depth by simulating the uneven rocky surface and fine cracks typical of stonework subjected to natural wear. Roughness maps control the surface reflectivity highlighting the balance between rough patches and smoother areas where weathering has slightly polished the rock face. The Ambient Occlusion (AO) channel deepens shadowed crevices and creases emphasizing the texture’s rugged relief. Height or displacement maps provide additional volume enabling realistic parallax effects and depth perception which are especially useful for close-up renders. The Metallic channel is minimal or non-existent consistent with non-metallic rock material ensuring accurate light interaction across various rendering engines.

This seamless tileable 3D texture is available in a high-resolution 4K format with an optional upgrade to 8K for high-end projects requiring exceptional detail. It is optimized for modern 3D pipelines and is fully compatible with Blender Unreal Engine and Unity supporting both real-time and offline renderers through a metal/rough workflow. The included PNG and EXR maps are calibrated to deliver consistent shading and reliable results without manual tweaking making it an excellent choice for game engines and digital content creation software (DCCs). For optimal results users are advised to adjust UV scaling to match the natural scale of stonework and fine-tune roughness values to reflect varying weathering levels enhancing realism in outdoor man-made rock wall scenes.

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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