Dry Rock Floor — Rock Floor Pathway Paving Stone Cobblestone — PBR seamless 3D texture free download

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

Preview — Dry Rock Floor — Rock Floor Pathway Paving Stone Cobblestone — PBR seamless 3D texture

IDstone-floor-rough-old-uneven-worn-brown-dirty
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This dry rock floor texture is a carefully designed seamless 3D material that authentically recreates the intricate composition of an old uneven stone floor pathway. The core substrate is primarily composed of tightly bound mineral aggregates forming a rugged and rough rock surface characteristic of natural cobblestone paving. This man-made floor exhibits signs of extensive outdoor weathering with fine brown and gray pigments simulating accumulated dirt dust and oxidation effects typical of long-exposed stone. The surface finish is matte and dry with subtle porosity and natural roughness conveying a tactile sense of age and wear. Slight abrasions chips and irregularities throughout the surface enhance the worn uneven character of this stone pathway capturing the natural imperfections found in outdoor paving stones subjected to years of foot traffic and environmental exposure.

The physically based rendering (PBR) maps fully reflect this complex material makeup across multiple channels providing realistic visual and tactile cues. The Albedo (BaseColor) channel presents a rich palette of brown and gray tones interspersed with dry dirty patches that emphasize the natural pigment variation found in weathered stone floors. The Normal map highlights the uneven grain orientation chipped edges and fine surface details adding depth and three-dimensionality to the cobblestone texture. Roughness values vary naturally to depict areas of polished wear versus rough unpolished stone while the Height (displacement) map captures subtle elevation differences and surface undulations typical of old uneven paving stones. Ambient Occlusion enhances shadowing effects in crevices and between stones increasing realism without manual adjustments. The Metallic channel remains minimal and consistent with the non-metallic nature of the rock floor ensuring accurate light interaction and shading fidelity.

Provided in ultra-high-resolution 4K with an optional 8K upgrade this tileable physically based rock floor texture is optimized for seamless integration into Blender Unreal Engine and Unity projects. It supports a metal/rough workflow maintaining consistent shading and detail across both real-time and offline rendering environments making it ideal for outdoor scenes requiring authentic stone floor pathways. For best results it is recommended to carefully adjust the UV scale to preserve natural stone proportions and to fine-tune the roughness map to balance the appearance of dryness and wear under different lighting conditions. This texture delivers a combination of high detail and efficient performance excellent for use in game development architectural visualization and other digital content creation workflows.

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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