Sandstone Old — Sandstone Rough Weathered Stonework Brown Timeworn — PBR seamless 3D texture free download

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

Preview — Sandstone Old — Sandstone Rough Weathered Stonework Brown Timeworn — PBR seamless 3D texture

IDold-sandstone-02-rough-weathered-wall-stone-sandstone-old
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Sandstone Old texture represents a detailed and physically based 3D material designed to replicate the complex characteristics of aged sandstone stonework with a rough weathered surface. The base substrate mimics natural sandstone composed primarily of quartz grains bound together by mineral cement which contributes to its porous yet durable structure. Over time environmental exposure results in a timeworn chipped and worn appearance adding depth and authenticity to the surface. The brown coloration arises from iron oxide pigments embedded within the stone matrix giving the material its distinctive earthy tone. The weathering process is evident through subtle surface erosion micro-cracks and variations in roughness all of which are captured faithfully in the texture’s PBR channels.

In terms of material composition and PBR mapping the Albedo (BaseColor) channel accurately conveys the warm brown hues and natural color variations typical of old sandstone 02 reflecting the stone’s mineral content and weathered patina. The Normal map provides intricate surface details such as chipped edges and fine grain orientations enhancing the tactile quality of the stonework under dynamic lighting in real-time engines. Roughness maps highlight areas of increased surface wear and porous texture balancing glossy and matte finishes to realistically portray the outdoor aged stone surface. The Height (displacement) channel captures subtle depth variations replicating the stone’s uneven surface and aiding in parallax rendering. Ambient Occlusion enhances shadowing in crevices and chipped regions while the metallic channel remains appropriately low consistent with the non-metallic man-made nature of sandstone walls.

This seamless tileable texture is optimized for use in modern 3D pipelines and supports both 4K and optional 8K resolutions delivering high-fidelity results suitable for Blender Unreal Engine and Unity. It follows the metal/rough workflow with calibrated maps that ensure consistent shading and lighting whether in offline rendering or real-time applications. The texture’s balance of detail and performance makes it ideal for outdoor stone surfaces architectural visualizations and game environments where realistic aged stonework is required. For best results it is recommended to adjust the UV scale carefully to avoid repetitive tiling artifacts and to fine-tune the roughness map to match specific lighting conditions enhancing the natural variation in the stone’s worn surface.

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.