Seamless 3d texture pbr 8k oxidized soapstone surface for aged rustic designs free download

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

Preview — Seamless 3d texture pbr 8k oxidized soapstone surface for aged rustic designs

Texture Info

IDseamless-3d-texture-pbr-8k-oxidized-soapstone-surface-for-aged-rustic-designs
CategoryStone
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture presents an oxidized soapstone surface rendered at an impressive 8K resolution, designed to authentically replicate aged, rustic stone slabs commonly found in weathered stone walls. The base material is soapstone, a metamorphic rock primarily composed of talc with varying amounts of chlorite and other minerals, lending it a soft yet durable structure. Over time, natural oxidation processes introduce subtle color shifts and surface variations, contributing to the distinctive weathered appearance. The texture captures this through a complex interplay of stone dust deposits, small stone flakes, and rough edges that form along naturally occurring stone cracks and fractures, providing a tactile sense of material degradation and geological aging.

Geometrically, the texture mimics irregular stone slabs fitted together in a traditional masonry pattern, with visible gaps and fissures enhancing the naturalistic feel. The substrate shows a fine-grained structure with moderate porosity, reflecting the characteristic softness of soapstone that allows for weathering without extensive erosion. The surface finish is oxidized rather than polished, emphasizing matte, slightly roughened areas interspersed with subtle variations in roughness that reveal the contrast between smoother worn patches and coarser, flaking regions. Coloration is derived from natural mineral pigments within the soapstone, ranging from muted greys and earthy browns to faint greenish tints, all modulated in the BaseColor (Albedo) map to faithfully replicate oxidation effects without artificial saturation.

In terms of Physically Based Rendering (PBR) mapping, the Normal map encodes fine surface details such as cracks, flakes, and rough edges, providing realistic depth and light interaction. The Roughness channel varies across the surface to reflect the uneven oxidation and weathering, with higher roughness on dusty and flaking areas and lower values on more compact stone faces. The Metallic map remains close to zero, consistent with non-metallic stone material, while Ambient Occlusion enhances shadowing in crevices and cracks for enhanced depth perception. Height and Displacement maps contribute realistic surface relief, accurately representing the subtle elevation changes caused by the rough edges and surface imperfections typical of aged stone slabs.

This texture is optimized for seamless tiling, ensuring that stone slabs and their weathered details repeat without visible seams, making it highly suitable for large-scale environmental applications. It is fully compatible with major 3D software and game engines including Blender, Unreal Engine, and Unity, supporting high-fidelity rendering workflows. For practical use, it is advisable to carefully adjust the UV scale to maintain the natural size of stone slabs relative to the scene context. Additionally, fine-tuning the roughness and blending height with normal maps can help achieve a more nuanced surface interaction with dynamic lighting and improve realism in close-up renders or real-time applications.

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.