Red Sandstone Pavement — Sandstone Pavement Weathered Sandstone Concrete Pavement — PBR seamless 3D texture free download

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

Preview — Red Sandstone Pavement — Sandstone Pavement Weathered Sandstone Concrete Pavement — PBR seamless 3D texture

IDred-sandstone-pavement-weathered-plaster-rock-sandstone-concrete-pavement
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This red sandstone pavement texture is a seamless physically based 3D material designed to replicate the complex composition of weathered sandstone concrete surfaces commonly found in outdoor man-made pathways and floors. The base substrate consists primarily of fine-grained sandstone rock composed of compacted mineral grains bound together by natural cementing agents giving it a characteristic porous yet durable structure. The surface exhibits subtle plaster-like weathering effects with discolored patches of brown and grey tones that reflect natural dirt accumulation and oxidation over time. This combination of rough uneven grain orientation and soft surface erosion creates a visually rich texture that balances detail and realism capturing the essence of aged exposed pavement in a variety of outdoor environments.

In the PBR workflow this material includes high-resolution 4K textures with an optional 8K upgrade optimized for use in Blender Unreal Engine and Unity supporting consistent shading across both real-time and offline renderers. The Albedo (BaseColor) map accurately conveys the warm red and brown pigment layers inherent to sandstone along with subtle discoloration and dirt effects that enhance authenticity. The Normal map defines the intricate rock grain orientation and weathered plaster details providing depth and relief without geometry changes. Roughness controls the surface reflectivity representing the contrast between smoother concrete-like patches and rougher porous sandstone grains. The Ambient Occlusion map adds soft shadows in crevices enhancing the perception of depth while the Height map delivers fine displacement detail to emphasize surface irregularities such as chips and cracks found in natural pathway stones.

This sandstone concrete pavement texture is tileable and calibrated for metal/rough workflows making it highly versatile for a range of modern pipelines and digital content creation tools. It delivers reliable manual-tweak-free results for textured floors outdoor rock pavements and man-made pathways across diverse game engines and DCC applications. For optimal results it is recommended to adjust the UV scale carefully to maintain natural grain size and to fine-tune roughness values depending on environmental context—lower roughness for polished or wet surfaces higher roughness for dry heavily weathered areas. Its balance of detailed resolution and performance ensures this red sandstone pavement texture can be seamlessly integrated into any project requiring realistic weathered sandstone concrete materials with high fidelity and physical accuracy.

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.