This seamless 3D texture presents a high-resolution 8K capture of dark flint stone, characterized by a rough, fractured surface that faithfully represents the natural ruggedness of this sedimentary rock. Flint is primarily composed of microcrystalline quartz, giving it a hard, dense substrate with minimal porosity. The texture reveals the intricate interplay of sharp fractures, chipped edges, and grainy aggregates typical of aged flint, with subtle variations in surface elevation and fine grain patterns that convey its geological history. These details are critical in defining the stone’s fractured form, where angular, irregular planes intersect to create a complex tessellation of natural rockfaces, devoid of any artificial repeating patterns thanks to its seamless design.
The material composition is reflected across the PBR channels for realistic rendering. The BaseColor (Albedo) map captures deep, dark gray to nearly black hues with subtle earthy undertones, emulating the natural pigmentation influenced by organic minerals embedded within the stone. The Normal map accentuates the pronounced roughness and fractures by simulating the small-scale bumps and sharp edges, while the Roughness map maintains a high average value to preserve the matte, unpolished finish characteristic of this weathered flint surface. Metallic values remain at zero, consistent with the non-metallic siliceous composition of flint. Ambient Occlusion enhances shadowing in crevices and recessed fractures, adding depth, while the Height/Displacement map encodes the varying elevations of the chipped and fractured surfaces, enabling realistic parallax effects and geometry displacement.
This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility and high fidelity in natural and geological 3D environments. Its seamless tileable format allows for expansive application over large surfaces, such as rock walls, cave interiors, or rugged outdoor terrain, without visible seams or repetitive artifacts. The 8K resolution provides exceptional detail even at close camera distances, preserving the intricate microstructure of the flint’s grain and fracture lines.
For practical usage, when applying this texture, it is advisable to carefully adjust the UV scale to avoid exaggerating the stone’s natural grain size and fractures, maintaining realism in the scene. Additionally, fine-tuning the Roughness map can help simulate different weathering conditions—reducing roughness slightly can mimic polished or water-worn surfaces, while increasing it enhances the raw, fractured appearance. Blending the Height map with the Normal map can also improve depth perception and surface complexity, especially in real-time engines that support parallax occlusion mapping.
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.
