Stone Stonework Wall — Rough Stone Stonework Stone Wall — PBR seamless 3D texture free download

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

Preview — Stone Stonework Wall — Rough Stone Stonework Stone Wall — PBR seamless 3D texture

IDstone-wall-05-rough-stone-stonework-wall-ancient-walls-worn
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Stone Stonework Wall texture captures the authentic rugged character of ancient walls constructed from weatherbeaten stone blocks expertly assembled into a durable outdoor stonework matrix. The base material predominantly consists of mineral-rich stone substrates naturally bonded within a rough coarse-grained masonry structure. These stone blocks exhibit moderate porosity and a varied grain orientation contributing to the distinctly timeworn and worn surface quality. Over years of exposure to natural elements the surface finish has developed subtle imperfections such as chipped stone tiles eroded edges and natural oxide staining which enrich the texture’s weatherbeaten appearance. The color palette spans warm to cool shades of gray derived from earthy pigments and mineral oxides faithfully reflecting the nuanced tones found in historic stone walls and ancient stone blocks alike.

Designed as a seamless physically based rendering (PBR) 3D texture this material is provided in ultra-high detail with a default 4K resolution and an optional 8K upgrade for the most demanding projects. It includes all essential PBR maps to ensure realistic and consistent rendering across platforms like Blender Unreal Engine and Unity. The Albedo (BaseColor) map accurately portrays the natural color variations and pigment distributions within the stone tiles and blocks. The Normal map encodes fine surface details such as micro-cracks grain and chipping enhancing the tactile roughness of the stonework. The Roughness map defines the uneven matte finish typical of rough stone surfaces while the Metallic channel remains neutral reflecting the non-metallic mineral composition. Ambient Occlusion maps contribute to enhanced depth perception by accentuating shadows within joints and crevices and Height/Displacement maps enable realistic surface irregularities and parallax effects that emphasize the depth of worn and chipped edges.

To maximize realism during application careful adjustment of the UV scale is recommended to maintain the natural proportions and avoid visible repetition of stone tiles and blocks. Fine-tuning the roughness map can further highlight the weatherbeaten and timeworn characteristics especially in outdoor scenes where light interaction with porous eroded surfaces is critical. Utilizing height and parallax mapping effectively brings out the rugged depth of chipped edges and stone joints creating an immersive authentic stone wall appearance without the need for manual sculpting. This combination of physically based accuracy high-resolution detail and seamless tileability makes this rough stone stonework wall texture an excellent choice for recreating durable weathered stone surfaces in a wide variety of digital environments and rendering engines.

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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