Earthy Moss Cobblestone — Moss Cobblestone Walkway Cobblestone Walkway Stonework — PBR seamless 3D texture free download

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

Preview — Earthy Moss Cobblestone — Moss Cobblestone Walkway Cobblestone Walkway Stonework — PBR seamless 3D texture

IDmossy-cobblestone-weathered-stone-earthy-moss-cobblestone-walkway
Flooring
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Earthy Moss Cobblestone texture is a meticulously crafted seamless 3D texture designed to replicate the natural complexity of weathered moss-covered stone cobblestones commonly found in outdoor walkways and man-made pathways. Its base substrate simulates a rugged mineral stone with a porous and uneven surface that has been naturally aged and softened by the organic growth of moss. The moss introduces subtle fibrous textures and a rich earthy green hue blending seamlessly with the underlying stonework. This composite surface mimics the interaction between mineral aggregates and organic matter creating a visually rich outdoor flooring material that balances roughness and subtle irregularities typical of stone and moss interaction. The surface finish presents a lightly worn and matte appearance highlighting the weathered character without excessive gloss consistent with outdoor stonework exposed to natural elements over time.

This texture pack is physically based and includes comprehensive PBR maps such as albedo (BaseColor) normal roughness ambient occlusion (AO) and height/displacement. The albedo map captures the earthy tones of stone and the vibrant green of moss with natural pigment variations and oxide layers that enhance realism. The normal map details the intricate grain orientation and surface relief emphasizing the porous stone texture and delicate moss fibers. Roughness values are finely balanced to convey the soft matte finish of the moss alongside the slightly coarser stone while the ambient occlusion map enhances shadowing in crevices and weathered cracks. Height maps provide accurate displacement for realistic depth ideal for parallax effects or tessellation in real-time engines. Metallic values are minimal reflecting the non-metallic nature of stone ensuring physically accurate shading across all renderers.

Optimized for modern 3D pipelines this tileable PBR texture is available in ultra-high-resolution 4K with an optional 8K version for demanding high-end projects. It is fully compatible with Blender Unreal Engine and Unity supporting the metal/rough workflow and calibrated to deliver consistent shading in both real-time and offline renderers. The material is engineered to provide reliable results without manual tweaking maintaining a balanced level of detail and performance suitable for digital content creation and game development. For optimal use adjusting the UV scale to match real-world cobblestone dimensions and fine-tuning roughness can enhance surface realism particularly on outdoor flooring and pathway assets.

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.