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

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

Preview — Wall Uneven Rocks — Wall Weathered Rough Rough Worn Wall — PBR seamless 3D texture

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

This seamless 3D texture titled "Stone Wall 04," presents a rugged and weathered stone wall composed of uneven irregularly shaped rocks perfectly capturing the essence of sturdy ancient walls and fortress walls. The base substrate consists of mineral-rich rock naturally coarse and porous due to centuries of erosion and environmental wear. The stone’s composition features tightly packed aggregates with varied grain orientation all bound by natural mineral cementation that lends a durable man-made stonework appearance. The surface finish remains intentionally rough and worn rather than polished showcasing subtle earth-toned pigments and mineral oxide layers that create natural color variations across the albedo channel—from muted grays to warm browns—enhancing the realistic weathered look of this rugged wall texture.

This physically based rendering (PBR) texture set includes meticulously crafted maps designed to emphasize the nuanced surface detail of this stone wall. The BaseColor (albedo) map accurately reflects the stone’s natural hues and weathered discolorations while the normal map highlights the uneven rock surfaces emphasizing cracks chips and crevices to simulate authentic depth and texture. Roughness values vary organically across the texture balancing smoother eroded areas against coarse granular stone surfaces to achieve realistic light interaction in both real-time and offline rendering workflows. The height (displacement) map captures pronounced topographic details perfect for enhancing parallax and displacement effects that give the stonework tactile depth. Ambient occlusion softly shadows recessed areas boosting perceived solidity and depth without requiring manual adjustment. This tileable texture supports the metal/roughness PBR workflow and comes in high-resolution 4K with an optional 8K upgrade ensuring crisp detail in Blender Unreal Engine and Unity projects.

Designed for seamless tiling this stone wall 3D texture is ideal for recreating durable fort walls ancient stonework and rugged fortress environments in modern digital pipelines. To maximize realism it is recommended to adjust the UV scale to maintain the natural grain size of the rock and fine-tune roughness values based on your specific lighting conditions. Combining this with height or parallax mapping further enhances the perception of depth and surface irregularities making the stonework appear authentically weathered and worn. Delivered in versatile PNG and EXR formats this physically based seamless texture integrates smoothly into professional game engines and rendering software providing a reliable and high-quality material representation for diverse digital content creation needs.

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.