Seamless Medieval Wall 01 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Medieval Wall 01 by Texture Haven – PBR 3D Texture (8K ready)

IDmedieval-wall-01-by-texture-haven-pbr-seamless-8k
Wall
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Medieval Wall 01 by Texture Haven is a meticulously crafted PBR 3D texture designed to replicate the authentic look and feel of historic stone and plaster walls common in medieval architecture. The material composition suggests a base substrate of rough mineral-rich stone or concrete combined with an uneven layer of aged plaster that has been applied manually resulting in visible grain orientation and subtle cracks caused by weathering and natural porosity. The surface finish appears matte and slightly rough reflecting years of exposure to outdoor elements with dirt accumulation and discoloration contributing to its realistic time-worn appearance. This texture pack captures these details through its physically based rendering channels ensuring consistent and predictable shading across modern rendering workflows.

The BaseColor (Albedo) channel conveys the nuanced hues of weathered plaster and stone featuring muted earth tones and subtle pigment variations that enhance the wall's aged character. The Normal map accurately portrays the surface relief emphasizing the unevenness and rough texture of the plaster and stone aggregates. Roughness maps highlight the contrast between smoother worn patches and more porous rougher areas while the Ambient Occlusion channel adds depth by simulating shadows in crevices and around imperfections. The Height or Displacement maps provide additional dimensionality allowing for realistic parallax effects or geometry displacement that bring out the tactile quality of the medieval wall surface. The Metallic channel is effectively unused or set to zero reflecting the non-metallic nature of the material.

Optimized for tileable use at resolutions up to 8K this texture seamlessly tiles across large surfaces without visible repetition making it ideal for creating expansive medieval environments. It is fully compatible with Blender Unreal Engine and Unity supporting physically based shading models such as Blender’s Principled BSDF Unreal Engine’s Base Color Roughness Normal and Ambient Occlusion inputs and Unity’s URP/HDRP Lit shader connections. To achieve the best results it is recommended to keep a consistent texel density and experiment with triplanar or layered tiling techniques to further mask repetition on large-scale meshes. For enhanced realism combining the Normal map with the Height or Parallax map can add convincing surface depth while importing the BaseColor in sRGB color space and all data maps as Non-Color ensures accurate color and shading fidelity across engines.

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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