Slates Uneven Old — Uneven Old Tiles Old Tiles Weathered — PBR seamless 3D texture free download

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

Preview — Slates Uneven Old — Uneven Old Tiles Old Tiles Weathered — PBR seamless 3D texture

IDroof-slates-02-slates-uneven-old-tiles-weathered-discolored
Roofing
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Slates Uneven Old texture is a meticulously crafted seamless 3D material designed to replicate the authentic appearance of weathered uneven old tiles commonly found in traditional slate roofing. This PBR (Physically Based Rendering) texture set captures the complex mineral substrate characteristic of natural slate which consists primarily of fine-grained metamorphic rock with subtle layers and fissures. The uneven surface topology reflects the natural grain orientation and the subtle porosity developed over decades of outdoor exposure including discoloration and erosion effects caused by environmental factors. The surface finish conveys a slightly rough matte slate roofing material with natural weathered patinas including variations in color intensity and subtle oxide layers enhancing realism for both close-up renders and architectural visualizations.

This comprehensive material package includes all essential PBR maps necessary for accurate shading and lighting behavior across modern rendering engines. The base color (albedo) map conveys the nuanced discoloration and pigment variations typical of aged slate while the normal map intricately simulates the uneven chipped edges and textured grain orientation. The roughness map balances the tactile feel of weathered slate featuring areas of both soft erosion and residual hardness. Ambient occlusion enhances depth perception in crevices and overlaps and the height map provides detailed surface displacement for parallax effects or tessellation reinforcing the sense of three-dimensionality. The metallic channel is optimized to zero reflecting the non-metallic nature of natural stone. Offered in crisp 4K resolution with an optional 8K upgrade all texture files are provided in PNG and EXR formats compatible and optimized for Blender Unreal Engine and Unity pipelines.

Ideal for use as roofing material in 3D scenes involving tile roofing housing surfaces or outdoor architecture this texture delivers reliable results without manual tweaking ensuring balanced detail and performance across diverse DCCs and game engines. For best results it is recommended to carefully adjust UV scaling to maintain realistic tile proportions and to fine-tune roughness values to suit lighting conditions particularly when simulating aged uneven roof slates. The height map can be leveraged for enhanced parallax or displacement effects adding depth and realism to slate roofing elements in real-time or offline renderers. This physically based tileable texture is optimized for modern workflows using the metal/roughness shading model supporting consistent shading and lighting fidelity across all platforms.

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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