This seamless 8K PBR texture represents a meticulously crafted cobblestone road surface, composed primarily of natural stone materials arranged in a classic irregular stone brick pattern. The base material consists of rough, weathered granite and sandstone stones, showcasing a rustic, aged appearance with subtle variations in grain and porosity. These stones are laid atop a compacted dirt and sand substrate that acts as the binding medium, simulating traditional paving methods where smaller aggregates and fine sediments fill the gaps between larger stones, enhancing structural integrity and realism. The overall form highlights uneven, hand-laid cobblestones with slightly rounded edges and occasional chips, reflecting years of natural wear and exposure.
The texture’s surface finish is distinctly rough and matte, emphasizing its porous and grainy characteristics, which result from prolonged weathering and erosion. Coloration features a natural palette of muted earth tones—warm greys, soft browns, and subtle ochres—mimicking pigment variations found in aged stone surfaces exposed to outdoor conditions. The texture captures fine details such as micro-cracks, moss accumulations, and faint stains, contributing to its authenticity. These details are carefully encoded across the PBR channels: the BaseColor (Albedo) map delivers accurate color and pigment distribution, the Normal map conveys intricate stone grain and edge relief, the Roughness map controls the non-reflective, diffuse surface quality, and the Height/Displacement map simulates the depth and uneven cobblestone elevations. Ambient Occlusion enhances shadowing within crevices, while the Metallic channel remains near zero, reflecting the non-metallic nature of natural stone.
Designed for seamless tiling, this texture enables continuous application across large surfaces without visible repetition, making it ideal for architectural visualization, game environments, and digital art projects requiring high-fidelity rustic stone surfaces. Its 8K resolution ensures exceptional clarity and detail, suitable for close-up renders and dynamic lighting scenarios. Compatibility with Blender, Unreal Engine, and Unity is integral, allowing straightforward integration into diverse 3D pipelines and real-time rendering workflows.
For practical implementation, it is advisable to adjust the UV scale to match the real-world size of cobblestones, typically around 10 to 15 centimeters per stone, to maintain proportional accuracy. Additionally, fine-tuning the roughness map can help balance the diffuse scattering and subtle wetness effects for different environmental contexts. When using height or parallax maps, blending them carefully with the normal map will prevent excessive displacement artifacts while preserving the texture’s natural depth and tactile quality.
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.
