Cobblestone Mud Moss — Mud Moss Smooth Moss Smooth Floor — PBR seamless 3D texture free download

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

Preview — Cobblestone Mud Moss — Mud Moss Smooth Moss Smooth Floor — PBR seamless 3D texture

IDcobblestone-square-cobblestone-mud-moss-smooth-floor-outdoor
Moss
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Cobblestone Mud Moss texture represents a meticulously crafted physically based material designed to replicate a weathered cobblestone square with organic mud and moss layers overlaying a smooth stone floor. The base substrate mimics natural stone composed of a dense mineral matrix with subtle porosity that captures the tactile roughness and irregularities of real cobblestone. Embedded within this base are organic binders symbolizing mud and moss simulating the gradual accumulation of dirt and vegetation in outdoor man-made environments. The moss appears as a soft slightly fibrous layer with a muted green tint while the mud introduces earthy brown hues both contributing to the overall color palette observed in the albedo channel. The surface finish balances a gently worn smoothness with patches of roughness typical of outdoor flooring exposed to weather and foot traffic enhancing realism without excessive glossiness or metallic reflections.

Each PBR channel is carefully tuned to convey the material’s complex composition and aging effects. The albedo (base color) map captures the nuanced interplay of stone gray moss green and mud brown while the normal map introduces fine surface details such as stone edges moss fibers and mud cracks contributing to accurate light interaction and shadowing. The roughness channel varies appropriately between the smooth stone floor areas and the rougher moss and mud patches providing balanced reflectivity that supports consistent shading across real-time and offline renderers. The metallic channel remains near zero reflecting the non-metallic nature of the material. Ambient occlusion enhances the perception of depth around the cobblestone joints and moss crevices. The height map delivers subtle displacement cues lending a realistic sense of unevenness and depth critical for close-up renders and parallax effects.

Optimized for modern pipelines this seamless 3D texture comes in 4K resolution with an optional 8K upgrade ensuring high-detail fidelity suitable for demanding projects in Blender Unreal Engine and Unity. It supports the metal-rough workflow and includes calibrated maps for consistent results without manual tweaking making it ideal for outdoor scenes featuring man-made floors that require a natural yet worn appearance. For practical use adjusting UV scale to match real-world cobblestone dimensions enhances authenticity while fine-tuning roughness values can emphasize wetter or drier conditions depending on scene lighting and environment. The texture files are provided in PNG and EXR formats compatible across diverse DCCs and game engines delivering a perfect balance between performance and visual quality.

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

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