Seamless Cobblestone Floor 04 by Texture Haven – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Cobblestone Floor 04 by Texture Haven – PBR 3D Texture (8K ready)

IDcobblestone-floor-04-by-texture-haven-pbr-seamless-8k
Flooring
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Cobblestone Floor 04 by Texture Haven is a meticulously crafted PBR 3D texture that authentically replicates the natural composition and weathered character of traditional cobblestone flooring. This material simulates an outdoor stone surface primarily composed of mineral aggregates bound together by natural cementitious substances which over time have developed subtle porosity and surface irregularities. The cobblestones exhibit signs of mild dampness and delicate moss accumulation hinting at prolonged exposure to outdoor moisture and environmental conditions. The surface finish is matte with a slightly rough texture accurately reflecting the worn aged appearance of stone floors that have endured foot traffic and weathering. Earthy pigments and mineral oxide layers create a realistic base color palette of greys and muted browns complemented by sporadic greenish patches where moss tends to grow while subtle dirt deposits enhance the overall depth and authenticity of the texture.

This texture pack is optimized for modern physically based rendering workflows and delivers a consistent seamless tileable pattern that performs reliably across multiple engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map captures the nuanced pigment variations and mossy patches that define the natural stone’s appearance. The Normal map delineates the uneven surfaces of the cobblestones and the grout lines between them enhancing light interaction and realistic shadowing. The Roughness map finely controls surface reflectivity simulating varying degrees of wetness and weathering with some areas appearing slightly damp and less reflective. Ambient Occlusion (AO) adds depth by emphasizing shadows in crevices and between stones while the Height/Displacement map introduces subtle elevation changes that enrich realism through parallax or tessellation techniques. The Metallic channel remains unused consistent with the non-metallic nature of natural stone surfaces.

Provided at a high 8K resolution this texture pack ensures exceptional detail retention even on large surfaces allowing clean tiling without visible repetition or loss of fidelity. It integrates seamlessly with Principled BSDF shading in Blender feeds Base Color Roughness Normal and AO maps in Unreal Engine and connects effortlessly to the Lit shader in Unity’s URP and HDRP pipelines. To achieve the best results it is recommended to maintain consistent texel density when mapping to preserve scale accuracy and to consider combining the Normal and Height maps for enhanced surface detail using parallax effects. Import the Base Color map with sRGB color space and all data maps as Non-Color to ensure proper shading and lighting behavior across your projects making this pack a fully ready and versatile solution for creating realistic natural cobblestone floors in any 3D environment.

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.