This seamless 3D PBR texture captures the intricate details of serpentine, a metamorphic rock known for its rough and grainy stone surface. The base material is a naturally occurring silicate mineral, characterized by a dense yet porous substrate that contributes to its distinctive tactile quality. Composed primarily of fine-grained aggregates with subtle crystalline veining, the texture exhibits a rugged rock face pattern with irregular grain distribution and occasional mineral inclusions. The surface form is uneven and multifaceted, reflecting natural weathering processes that create a complex interplay of protrusions and recesses, ideal for simulating authentic stone walls or geological formations.
The texture’s surface finish balances between a matte, rough stone appearance and subtle crystalline highlights, achieved through finely detailed normal and height maps that emphasize micro-roughness and porosity. The coloration is dominated by deep greens and muted earth tones, representative of serpentine’s mineral pigments, mapped precisely in the BaseColor (Albedo) channel. The Roughness map controls the interplay of light by simulating the stone's uneven, slightly abrasive surface, while the Normal map provides the illusion of depth and form through detailed grain and fissure patterns. The Ambient Occlusion channel enhances natural shadowing within crevices, and the Height/Displacement map adds dimensionality by defining the rock’s rugged relief. The Metallic channel remains minimal, reflecting serpentine's non-metallic nature.
Rendered at an ultra-high 8K resolution, this texture ensures exceptional clarity and detail, suitable for close-up renders in Blender, Unreal Engine, and Unity. Its seamless tiling capability allows for continuous surface application without visible repetition, making it highly versatile for architectural visualization, environmental modeling, or realistic game asset creation. The texture’s PBR setup ensures physically accurate material response under varied lighting conditions, faithfully reproducing the natural interplay of light and shadow on metamorphic stone.
For practical application, it is recommended to carefully adjust the UV scale to match the intended environment scale, preserving the natural grain size and avoiding distortion. Additionally, fine-tuning the Roughness values can simulate different weathering stages, from freshly exposed stone to aged, eroded surfaces. Layering the Height map with subtle parallax or blending with Normal maps can further enhance depth perception, especially on uneven stone walls or rocky terrain, adding realism to your digital scenes.
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.
