Sidewalk Pathway Cobblestone — Pavement Sidewalk Pathway Pathway Cobblestone Stone — PBR seamless 3D texture free download

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

Preview — Sidewalk Pathway Cobblestone — Pavement Sidewalk Pathway Pathway Cobblestone Stone — PBR seamless 3D texture

IDpavement-05-stones-path-floor-pavement-sidewalk-pathway
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Sidewalk Pathway Cobblestone texture is a meticulously crafted seamless PBR 3D texture designed to replicate the authentic look of traditional cobblestone pavement found in outdoor pathways sidewalks and walkways. This material simulates a man-made stone composition where natural mineral-based stones—often granite or basalt—are set within a binding mortar that secures the aggregate into a durable weather-resistant surface. The surface finish reflects a slightly worn brushed appearance with subtle weathering effects and light porosity capturing the nuanced imperfections and color variations typical of aged paving stones and bricks. The base color (albedo) channel conveys realistic pigments and oxide layers ranging from muted earth tones to warm brick reds enhanced by natural staining and dirt accumulation. The normal map adds fine surface details such as stone grain cracks and subtle embossing from the mortar joints while the height map provides accurate displacement for enhanced depth perception on 3D models.

In the roughness channel the texture balances between matte and slightly glossy areas to mimic the natural wear of stone and brick surfaces exposed to outdoor elements with smoother patches on the stone faces and rougher areas where mortar and dirt collect. The ambient occlusion map reinforces the depth in crevices and joints enhancing shadow contrast and realism without manual adjustment. The metallic channel is minimal consistent with the non-metallic nature of stone and brick materials ensuring physically based rendering workflows in Blender Unreal Engine and Unity produce reliable consistent shading. Optimized for modern pipelines this texture supports metal/rough workflows and calibration presets that maintain consistent results across real-time and offline renderers. The 4K resolution texture comes with an optional 8K variant ideal for high-end visualization or close-up renders requiring maximum detail.

Suitable for use as pavement 05 in various digital content creation software and game engines this tileable texture offers balanced detail and performance making it ideal for simulating floors pathways sidewalks and other man-made outdoor surfaces. The included PNG and EXR maps provide flexibility for different rendering workflows and lighting conditions. For best results it is recommended to adjust the UV scale to reflect realistic stone sizes and to fine-tune the roughness map slightly to match specific wet or dry outdoor conditions enhancing the material's adaptability in diverse environments.

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.