Stones Sandstone Old — Sandstone Old Weathered Weathered Rough Uneven — PBR seamless 3D texture free download

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

Preview — Stones Sandstone Old — Sandstone Old Weathered Weathered Rough Uneven — PBR seamless 3D texture

IDmedieval-blocks-02-stones-sandstone-old-weathered-rough-uneven
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR 3D texture showcases the distinctive character of old sandstone stones meticulously capturing the natural roughness and uneven surface typical of weathered medieval blocks 02. The base substrate consists of sedimentary rock primarily composed of quartz and feldspar minerals bonded through natural cementing agents that create an organic yet durable stone material. Over time exposure to outdoor elements leads to a porous structure with dirt accumulation and surface erosion producing a visibly aged and man-made wall effect. The texture’s surface finish reflects a naturally worn slightly roughened patina with subtle variations in color saturation due to oxide layers and embedded pigments enhancing authenticity. These details translate into the PBR maps with a finely balanced albedo channel highlighting warm earthy tones; a normal map that defines the uneven grains and surface imperfections; and a roughness map that accurately conveys the tactile contrast between smoother weathered patches and rough gritty areas.

Included in this high-quality texture set are the essential PBR maps—albedo normal roughness ambient occlusion (AO) and height—to ensure physically based rendering accuracy across multiple platforms. The height map delivers reliable depth information ideal for displacement or parallax effects enhancing the perception of the rough chiseled stone surface without requiring manual tweaking. The ambient occlusion map subtly accentuates crevices and joints reinforcing the material’s dimensionality under varied lighting conditions. The metallic channel is appropriately set to zero reflecting the non-metallic nature of sandstone which maintains consistent shading and realism in both real-time engines like Unreal Engine and Unity as well as offline renderers. The texture is provided in both 4K resolution with an optional 8K upgrade for high-end use cases ensuring detailed fidelity and optimized performance across DCCs and game engines.

Optimized for modern pipelines this seamless tileable sandstone texture integrates effortlessly within Blender workflows using the metal/roughness workflow calibration to guarantee consistent shading and realistic results. When applying this texture consider adjusting the UV scale to maintain the natural grain size of the medieval blocks 02 preventing repetitive patterns and preserving the weathered man-made appearance. Slightly tuning the roughness map can help tailor the surface finish from moderately polished to heavily rough adapting to various environmental settings such as outdoor rock walls or dirty stone facades. This texture is available in both PNG and EXR formats providing maximum flexibility for artists and developers aiming to achieve authentic balanced detail and performance in their projects.

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.