This seamless 3D texture represents a carved flagstone surface composed primarily of natural sedimentary stone slabs, exhibiting a rugged yet refined structure typical of outdoor paving materials. The stone comprises a fine-grained siliceous matrix bound together with natural mineral cement, giving rise to a dense substrate with moderate porosity. Over time, weathering processes have introduced subtle fissures and micro-cracks throughout the slabs, enhancing the realism of the surface by simulating natural stone aging. The flagstone pieces are irregularly shaped with rough, chiseled edges that emphasize handcrafted carving techniques, while the overall form follows an interlocking geometric pattern suited for decorative yet durable stone floors.
The material characteristics are conveyed through detailed PBR channels at an impressive 8K resolution, ensuring exceptional fidelity in architectural visualization, game development, and garden design workflows compatible with Blender, Unreal Engine, and Unity. The BaseColor (Albedo) map captures the stone’s earthy tones—muted grays, soft browns, and subtle ochres—reflecting mineral deposits and iron oxide pigments within the stone. Normal and Height/Displacement maps articulate the intricate surface relief, including pronounced stone grains, carved grooves, and recessed cracks, while the Roughness map defines a predominantly matte finish with varying roughness to simulate both worn and freshly carved areas. Ambient Occlusion enhances depth perception by accentuating shadowed crevices and dust accumulation, while the Metallic channel remains near zero, consistent with the non-metallic nature of natural stone.
The texture’s surface finish exhibits a weathered, brushed appearance rather than polished or glossy, providing a tactile sense of coarse stone dust and subtle abrasions. This finish balances visual complexity with realistic wear patterns, suitable for outdoor environments exposed to natural elements. The rough edges and interstitial gaps between slabs contribute to a believable paving layout, making this texture ideal for simulating flagstone patios, walkways, and courtyards where both aesthetic appeal and textural authenticity are critical.
For practical implementation, it is advisable to adjust the UV scale carefully to maintain consistent stone slab dimensions relative to the scene’s context, avoiding unnaturally large or small patterns. Additionally, fine-tuning the Roughness map can help simulate varying degrees of surface wear or moisture effects, while blending the Height/Displacement with Normal maps can improve the perception of depth on low-polygon meshes without excessive geometry. Overall, this high-resolution carved stone texture offers a versatile and realistic foundation for outdoor stone floors and paving projects across multiple rendering engines and real-time 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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
