Seamless 3d texture pbr 8k fossilized chalk stone surface with detailed embedded fossils free download

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

Preview — Seamless 3d texture pbr 8k fossilized chalk stone surface with detailed embedded fossils

Texture Info

IDseamless-3d-texture-pbr-8k-fossilized-chalk-stone-surface-with-detailed-embedded-fossils
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture presents a highly detailed fossilized chalk stone surface, rendered in 8K resolution with physically based rendering (PBR) accuracy. The base material is a chalky sedimentary stone, characterized by a fine-grained calcium carbonate matrix that hosts numerous embedded fossilized fragments. These fossils vary in shape and size, creating a natural, irregular pattern across the surface. The stone slabs exhibit subtle cracks and fissures with rough, weathered edges, highlighting natural sediment layering and the porous nature of chalk. Stone dust and granular accumulations are visible in crevices and along fractures, enhancing the depth and realism of the texture’s geological formation.

The composition reflects authentic sedimentary stone sediment, where fine chalk particles bind fossil remains within a compact yet slightly porous substrate. The texture’s surface finish simulates a matte, slightly weathered appearance typical of ancient chalk deposits that have undergone natural erosion and compaction over time. Coloration is predominantly soft off-white and beige tones, interspersed with darker fossil outlines and subtle variations from stone dust and mineral impurities. In PBR terms, the BaseColor (Albedo) channel captures these nuanced hues and fossil details, while the Normal map accurately conveys the relief of fossil imprints, cracks, and rough edges. The Roughness channel emphasizes the matte, non-reflective quality of chalk, with variable roughness to differentiate smooth fossil surfaces from coarser stone dust regions. Metallic is naturally set to near zero, as stone is non-metallic, while Ambient Occlusion enhances the depth around fossil recesses and fissures. The Height/Displacement map provides fine relief for realistic shading and parallax effects, essential for close-up renders.

Designed for seamless tiling, this texture ensures continuous coverage without visible seams, making it ideal for large stone surfaces or terrain in 3D environments. Its high 8K resolution supports detailed close-ups and crisp visuals, fully compatible with Blender, Unreal Engine, and Unity pipelines. The precise detailing of fossils and stone grains allows for immersive educational models, realistic game assets, or cinematic stone surfaces requiring geological authenticity. When applying this texture, it is recommended to carefully adjust UV scaling to maintain fossil proportions and avoid unnatural repetition. Additionally, fine-tuning the roughness map can help simulate varying weathering levels, while blending height and normal maps improves surface depth perception in real-time engines.

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.