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

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

Preview — Rock Wall — Rock Discolored Weathered Wall Chipped Rocks — PBR seamless 3D texture

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

This Rock Wall texture features a highly detailed physically based rendering (PBR) material designed to authentically replicate the natural composition and weathering of outdoor rocky surfaces. The base substrate mimics a rough uneven mineral matrix composed primarily of silicate and quartz-like grains interspersed with smaller aggregates to create a chipped discolored appearance characteristic of weathered stone walls. Porosity is subtly implied through carefully crafted height and ambient occlusion maps enhancing the sense of depth and natural erosion. The surface finish is matte and variably rough reflecting the oxidized and weathered state of an outdoor rock wall exposed to the elements over time. Colorants such as iron oxide layers and subtle mineral staining contribute to the discolored effect faithfully captured in the albedo channel to provide realistic color variation without manual adjustment.

In this seamless 3D texture each PBR channel plays a crucial role in conveying material authenticity across modern pipelines. The albedo (base color) map delivers balanced natural hues suitable for rough and chipped rock surfaces while the normal map accurately simulates micro-surface detail and uneven grain orientation enhancing lighting response in real-time and offline renderers. The roughness map defines areas of varying weathering from smoother worn patches to coarse abrasive stone. Ambient occlusion intensifies shadowing in crevices and chipped regions adding realism without extra geometry. Height maps provide fine displacement data for parallax effects allowing enhanced surface relief in Blender Unreal Engine and Unity. The texture is optimized for use with the metal/rough workflow although metallic values remain minimal or zero consistent with non-metallic rock materials.

Offered in a high-resolution 4K format with an optional 8K upgrade for demanding projects this tileable texture ensures consistent seamless tiling across large surfaces without visible repetition. It supports widely used image formats including PNG for general use and EXR for high dynamic range workflows enabling artists to achieve accurate shading and lighting in diverse digital content creation environments. To maximize realism it is recommended to carefully adjust UV scale based on the target environment particularly for outdoor scenes where natural variation in rock size enhances immersion. Slight tuning of roughness values can further customize the weathered finish ensuring optimal balance between detail and performance across game engines and DCC tools.

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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