Stone Pavers — Coarse Weathered Stone Weathered Stone Stonework — PBR seamless 3D texture free download

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

Preview — Stone Pavers — Coarse Weathered Stone Weathered Stone Stonework — PBR seamless 3D texture

IDstone-pavers-pavers-concrete-cracked-rough-coarse-weathered
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Stone Pavers texture authentically represents coarse weathered stonework typical of man-made paving floors capturing the essence of timeworn surfaces shaped by years of environmental exposure. The base substrate is a dense mineral composite designed to mimic natural stone composed of a blend of fine aggregates with subtle grain orientation that creates a rough cracked appearance. This composition results in moderate porosity and an uneven surface finish that exhibits oxidation and mineral oxide layers lending warm earthy color variations visible in the albedo channel. These natural pigments enhance the stone’s visual depth and realism while surface imperfections such as chips fissures and worn edges reflect genuine weathering effects contributing to the distinctive character of this stone paving material.

Crafted as a seamless 3D texture optimized for physically based rendering (PBR) this pack includes all essential texture maps at 4K resolution with an optional upgrade to 8K for ultra-high fidelity applications. The albedo (BaseColor) map accurately conveys nuanced color shifts and mineral patterns while the normal map highlights detailed surface irregularities including cracks and coarse grain textures inherent to weathered stone pavers. Roughness maps define varying reflectivity levels across the stonework emphasizing the material’s naturally rough and worn finish. The height (displacement) map adds realistic surface depth and dimensionality ideal for enhancing paving and flooring visuals in architectural renderings and game environments. Ambient occlusion maps provide subtle shading within crevices and cracks improving shading consistency across renderers. This non-metallic texture is compatible with the metal/rough workflow and fully supports Blender Unreal Engine and Unity ensuring seamless integration across multiple platforms.

The tileable design guarantees smooth repetition without visible seams balancing detailed realism with efficient performance for digital content creators. When applying this texture adjusting the UV scale is recommended to fit the desired paving size and to minimize repetition artifacts. Additionally fine-tuning roughness values can help achieve specific visual effects whether aiming for a more polished finish or a heavily weathered coarse stone look. Utilizing the height map alongside displacement or parallax settings enhances surface depth bringing these stone pavers to life in both real-time and offline rendering environments. This versatile texture pack is a practical choice for any project requiring authentic physically based stone pavers with detailed weathered stonework and cracked coarse surfaces.

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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