Seaworn Stone Tiles — Exterior Coarse Stone Stone Blocks — PBR seamless 3D texture free download

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

Preview — Seaworn Stone Tiles — Exterior Coarse Stone Stone Blocks — PBR seamless 3D texture

IDseaworn-stone-tiles-rough-stonework-stone-blocks-cast-stone-blocks-timeworn-wall
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seaworn Stone Tiles present a meticulously crafted seamless 3D texture designed to replicate the coarse weathered surface of exterior stonework including stone blocks cast stone blocks synthetic stone sandstone and man-made brick materials. The base substrate simulates natural mineral compositions enriched with subtle ceramic-like porosity and fine grain orientation that accentuates timeworn effects. This physically based material (PBR) captures the complex interplay of binders and mineral aggregates that contribute to the rough tactile feel while the surface finish emulates the natural erosion and oxidation typically found on exposed walls and exterior stone surfaces. The color palette anchored in earthy tones with muted oxide layers and natural pigments enhances realism by reflecting the nuanced variations in albedo and subtle discolorations caused by prolonged environmental exposure.

Each PBR channel is carefully calibrated to showcase these material properties with precision: the Albedo (BaseColor) maps convey the authentic stone hues and pigment dispersion while the Normal maps bring out the intricate surface relief and grain direction emphasizing the coarse texture of weathered stone tiles. Roughness maps control the matte uneven finish typical of aged stone blocks avoiding artificial glossiness and facilitating realistic light diffusion. Ambient Occlusion (AO) enhances shadowing in crevices and joins reinforcing depth and volume whereas Height (Displacement) maps add dimensionality by simulating the uneven chipped surfaces and subtle cracks characteristic of cast stone blocks and sandstone. The textures are tileable and optimized for physically based rendering workflows supporting the metal/rough approach to ensure consistent shading both in real-time engines and offline renderers.

Provided in high-resolution 4K with an optional 8K upgrade for demanding projects these seaworn stone tiles textures are compatible with Blender Unreal Engine and Unity pipelines. They are available in versatile formats including PNG and EXR allowing seamless integration into diverse digital content creation workflows. This material balances detailed visual fidelity with optimized performance making it ideal for exterior wall surfaces architectural visualizations and game environments where realistic stonework is required without manual tweaking. For best results it is recommended to adjust UV scale carefully to maintain natural tile proportions and to fine-tune roughness levels depending on the target lighting environment ensuring the stone’s coarse surface interacts authentically with light and shadow.

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

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