Archviz Castle Medieval Rocks Stone Substance Designer — Seamless PBR Texture free download

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

Preview — Archviz Castle Medieval Rocks Stone Substance Designer — Seamless PBR Texture

IDarchviz-castle-medieval-rocks-stone-substance-designer-x2
Stone
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Castle Medieval Rocks Stone Substance Designer seamless PBR texture is meticulously crafted to replicate the authentic appearance and complex composition of ancient medieval castle walls. The base substrate consists primarily of naturally occurring mineral aggregates with quartz and feldspar grains tightly embedded within a fine siliceous cement matrix that imparts structural cohesion and durability. Over extended periods natural porosity develops alongside subtle erosion and weathering processes creating irregular surface features such as fine crevices pits and slight roughness. The weathered stone surface exhibits a tactile finish that balances a slightly matte patina with nuanced roughness further enriched by earth-toned pigments including iron oxide layers that provide warm realistic color variations and enhance visual depth throughout the rock walls.

Optimized for physically based rendering workflows this high-resolution 8K texture set includes comprehensive PBR maps designed for seamless integration in archviz castle and medieval stone wall environments across Blender Unreal Engine and Unity. The BaseColor/Albedo map faithfully captures the stone’s natural hues and subtle color shifts derived from its mineral composition and oxide deposits. The Normal map accentuates fine grain orientations and weathered crevices emphasizing the rugged uneven stone surface. Roughness maps convey the varying tactile qualities—from smoother worn patches to coarser weather-etched areas—while the Metallic channel remains minimal consistent with the non-metallic nature of stone. Ambient Occlusion enhances shadow depth around cracks and recesses and Height/Displacement maps provide precise relief data perfect for realistic parallax or tessellation effects that add dimensionality to large-scale castle walls or rocky terrains.

Designed for seamless tiling with consistent surface response this Substance Designer texture avoids visible repetition even under close scrutiny making it ideal for expansive medieval stone walls in architectural visualization projects. To maximize realism it is recommended to carefully adjust the UV scale to match architectural proportions and subtly fine-tune roughness values to simulate different weathering conditions under varied lighting scenarios. This ensures the stone walls blend naturally within both real-time and offline rendering pipelines maintaining authentic visual fidelity and physically accurate material behavior across diverse workflows and environments.

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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