This seamless 3D texture presents an 8K resolution depiction of aged cobblestone, characterized by a rustic and rough natural stone surface. The base material consists primarily of densely compacted sedimentary rock, with a coarse grain structure that reveals the natural mineral aggregates embedded within. Weathering over time has introduced subtle porosity and surface erosion, creating a rugged texture marked by irregular pits, chips, and fissures. The geometric form is a traditional cobblestone pattern, with uneven, roughly rectangular stones arranged in a tightly packed layout, separated by narrow mortar joints. This pattern emphasizes the tactile, handcrafted quality typical of historic stone pavements.
The surface finish is matte and unpolished, reflecting the natural, unrefined state of aged stone. The cobblestones exhibit a muted color palette of earthy tones, including shades of gray, brown, and ochre, resulting from mineral staining and environmental exposure. The mortar between stones is slightly recessed and rough, contributing to shadowing effects and depth perception. In PBR workflows, the BaseColor (Albedo) channel captures these subtle color variations without baked lighting, while the Normal map emphasizes the fine grain and chipped edges that define the rough surface geometry. The Roughness map is high and varied, simulating the uneven surface reflectivity caused by weathering, and the Metallic channel remains close to zero, consistent with non-metallic stone materials. Ambient Occlusion enhances the deep crevices and mortar recesses, providing realistic shading, and the Height/Displacement map accurately portrays the uneven stone elevations and subtle surface undulations.
This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility across popular 3D rendering platforms. Its seamless tiling design allows for large-scale application without visible repetition, making it suitable for architectural visualizations, game environments, and virtual heritage reconstructions that require authentic aged stone surfaces. The high 8K resolution guarantees exceptional detail, preserving intricate surface nuances even in close-up views.
For practical implementation, it is recommended to adjust the UV scale carefully to balance detail density and performance, especially when applied to large surfaces. Fine-tuning the roughness values can help tailor the reflectivity to specific lighting conditions, while blending the Height and Normal maps can enhance the perception of depth without excessive displacement, maintaining optimal rendering efficiency and visual realism.
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.
