Seamless Medieval Blocks 02 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Medieval Blocks 02 by Texture Haven – PBR 3D Texture (8K ready)

IDmedieval-blocks-02-by-texture-haven-pbr-seamless-8k
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Medieval Blocks 02 by Texture Haven is a meticulously crafted PBR 3D texture designed to emulate weathered medieval masonry with exceptional realism. The base substrate consists primarily of rough sandstone blocks naturally formed from sedimentary mineral grains bonded tightly by silica and other natural cementing agents. These blocks display a coarse uneven grain orientation and a porous surface that has endured years of outdoor exposure. The material’s weathered finish features subtle dirt accumulation erosion marks and chiseled imperfections that reflect authentic aging and wear. The color palette is dominated by muted earth tones primarily warm beige and sandy hues enriched by oxide layers and mineral deposits that create natural color variation and depth across the surface.

In PBR workflows this texture pack is optimized for seamless tiling across large surfaces while maintaining consistent physical shading behavior across all engines. The Base Color (Albedo) channel captures the sandstone’s natural pigments and subtle dirt patterns with an 8K resolution that ensures crisp detail even at close inspection. The Normal map conveys the finely chiseled stone relief and subtle surface irregularities enhancing the perception of depth without adding geometry. Roughness maps define the material’s uneven matte finish simulating the non-reflective weather-beaten stone surface while Ambient Occlusion emphasizes the shadowed crevices between blocks. Height and Displacement channels provide additional parallax effects to highlight the texture’s dimensionality allowing for realistic surface deformation in advanced rendering engines.

This texture pack is fully compatible with modern rendering workflows in Blender Unreal Engine and Unity. For Blender users the Principled BSDF shader is recommended to accurately reproduce the material’s physical properties. In Unreal Engine connect the Base Color Roughness Normal and Ambient Occlusion maps to their respective inputs for optimal results. Unity’s URP and HDRP pipelines support this texture via the Lit shader ensuring seamless integration and consistent appearance. The texture’s public domain license allows unrestricted use modification and redistribution for both personal and commercial projects.

To maximize visual fidelity it is advisable to keep texel density consistent across your models and consider using triplanar or layered tiling techniques to minimize visible repetition on large surfaces. Combining Normal maps with Height or Parallax mapping can further enhance the tactile feel of the stone blocks while importing the Base Color as sRGB and data maps as Non-Color ensures accurate color and shading reproduction. This seamless tileable medieval stone texture is a versatile and high-quality resource for creating authentic weathered stone walls and outdoor structures in any physically based rendering engine.

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

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.