Archviz Catacomb Medieval Rocks Skeleton Skull Stone — Seamless PBR Texture free download

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

Preview — Archviz Catacomb Medieval Rocks Skeleton Skull Stone — Seamless PBR Texture

IDarchviz-catacomb-medieval-rocks-skeleton-skull-stone
Rock
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture captures the intricate details of a medieval catacomb wall composed of weathered stone rugged rocks and skeletal remains including skull fragments embedded within the surface. The base substrate consists primarily of aged mineral stone with a rough porous structure shaped by centuries of natural erosion and human activity. The composition reveals a blend of coarse aggregates and fine grains bonded by natural mineral adhesives that have darkened and accumulated patina over time. Delicate color variations arise from iron oxide stains and subtle organic deposits resulting in a muted palette of gray and brown tones that convey authenticity and depth. The surface finish is matte and uneven reflecting the natural roughness of ancient stones exposed to damp subterranean environments with occasional smoother patches from worn skeletal bone fragments that add organic contrast to the rocky texture.

Within the PBR workflow the BaseColor map accurately represents the complex interplay of stone hues bone off-whites and subtle earthy pigments while the Normal map expertly conveys the irregular relief of fractured rocks porous cavities and the subtle ridges of skull surfaces. The Roughness channel emphasizes the non-reflective matte quality of weathered stone contrasted by slightly smoother roughness values where skeletal elements appear. The Metallic map remains near zero consistent with non-metallic mineral and organic materials. Ambient Occlusion enhances the natural shadowing found in crevices between rocks and skeletal fragments adding depth to real-time and offline renders alike. Height and Displacement maps provide precise elevation data for realistic surface relief ideal for parallax mapping or tessellation in engines such as Unreal and Unity.

Rendered at up to 8K resolution this texture is optimized for physically based rendering pipelines and is fully compatible with popular 3D software like Blender Unreal Engine and Unity. It supports large-scale seamless tiling making it suitable for detailed archviz scenes game environments or cinematic visualizations requiring authentic medieval catacomb aesthetics. When applying this texture adjusting the UV scale to match the intended wall size will preserve the natural grain and avoid repetition artifacts. For added realism tuning the roughness parameter can simulate varying moisture levels and surface wear enhancing the immersive quality of stone rock and skeletal elements in your project’s lighting setup.

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.