This seamless 3D texture showcases a high-resolution 8K serpentine stone surface, characterized by its distinctive green coloration and intricate veining pattern. Serpentine is a metamorphic rock primarily composed of magnesium silicate minerals, giving it a naturally rich, deep green tone interspersed with lighter and darker veins. The texture’s geometric form is defined by smooth, flowing veins that create an organic, non-repetitive pattern, emphasizing the natural variation found in polished serpentine slabs. The finegrain detail captures the subtle mineral grains and slight undulations typical of this stone, presenting a realistic representation of its natural structure.
The material composition of this texture reflects a dense, low-porosity stone substrate with minimal weathering, resulting in a polished surface finish that exhibits a glossy, reflective sheen. The surface is finely polished to highlight the natural luster of serpentine, with low roughness values contributing to its shiny appearance. The veins are integrated seamlessly into the base, simulating the mineral inclusions and subtle color shifts caused by natural impurities and crystal growth within the stone. These variations are accurately mapped across the PBR channels: the BaseColor (Albedo) channel captures the green hues and veining; the Normal map details the micro-surface irregularities and vein relief; Roughness defines the polished, smooth surface; Metallic remains near zero, reflecting the non-metallic nature of serpentine; Ambient Occlusion enhances the depth around veins and grain edges; and Height/Displacement maps provide subtle surface undulations for realistic light interaction and shadowing.
Optimized for physically based rendering workflows, this texture is fully compatible and ready for use in Blender, Unreal Engine, and Unity, ensuring seamless integration into diverse 3D projects. The 8K resolution guarantees exceptional detail and sharpness, making it suitable for close-up architectural visualizations, product renders, or game environments requiring authentic natural stone surfaces. The seamless tile design allows large planar coverage without visible seams or repetition artifacts, preserving the stone’s natural aesthetic.
For practical application, it is recommended to adjust the UV scale to match the intended real-world dimensions of serpentine slabs, typically between 30 to 60 cm in width, to maintain visual accuracy. Additionally, fine-tuning the roughness channel can help balance the polished shine under different lighting conditions, while blending height and normal maps can enhance surface depth and tactile realism without overloading shader complexity.
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.
