This seamless 3D texture represents a polished serpentine stone surface rendered in an ultra-high 8K PBR resolution, designed to capture the intricate details and natural elegance of glossy stone slabs. Serpentine, a metamorphic rock primarily composed of magnesium silicate minerals, exhibits a smooth and dense substrate that is naturally resistant to porosity and weathering, making it ideal for durable stone floors and wall cladding. The stone’s characteristic veining and subtle color variations are faithfully reproduced, emphasizing the organic patterns typical of serpentine’s fibrous grain structure. These veins create a dynamic visual flow across the surface, while occasional fine stone cracks introduce realistic imperfections that enhance authenticity without compromising the polished finish.
The geometric form of this texture aligns with large, rectangular stone slabs featuring smooth, gently beveled edges that simulate expertly cut and finished surfaces found in high-end architectural applications. The polished surface finish reflects light softly, resulting in a glossy appearance that highlights the natural depth and translucency of the serpentine material. In PBR terms, the BaseColor (Albedo) channel captures a rich palette of deep greens, muted grays, and subtle white streaks corresponding to the mineral deposits and veining. The Normal map precisely defines the fine grain and micro-surface irregularities, while the Roughness map is calibrated to low values to maintain the characteristic smoothness and reflectivity of polished stone. The Metallic channel remains minimal or at zero, reflecting the non-metallic nature of serpentine, while Ambient Occlusion enhances the perception of depth around veins and cracks. Height or Displacement maps provide subtle elevation differences, allowing for enhanced surface relief when used with parallax or tessellation techniques.
Crafted for seamless tiling, this texture can be applied over extensive surfaces without visible repetition, making it well-suited for high-fidelity interior visualizations, luxury environments, and detailed game assets. The 8K resolution ensures exceptional clarity for close-up views in Blender, Unreal Engine, and Unity, supporting physically accurate rendering workflows. When integrating this texture, it is advisable to carefully adjust UV scaling to maintain the realism of the stone slab dimensions, avoiding overly stretched or compressed patterns. Additionally, fine-tuning the roughness channel can help adapt the gloss level to different lighting conditions or stylistic preferences. For enhanced dimensionality, blending height or parallax maps with the normal map is recommended to accentuate the subtle stone veins and surface undulations, enriching the tactile quality of the material.
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.
