Rough Weathered Dirty — Weathered Dirty Stones Pathway Rocks Worn — PBR seamless 3D texture free download

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

Preview — Rough Weathered Dirty — Weathered Dirty Stones Pathway Rocks Worn — PBR seamless 3D texture

IDstone-tiles-03-rough-weathered-dirty-stones-dirt-leaves
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Weathered Dirty seamless 3D texture presents a highly detailed physically based representation of stone tiles 03 designed to authentically mimic the rugged worn surfaces of outdoor stone tiles and pathway rocks. The base material simulates a mineral-rich rock substrate characterized by a porous and uneven composition reflecting the natural weathering effects caused by prolonged exposure to dirt fallen leaves and varying environmental conditions. This texture captures the subtle interplay of organic deposits and accumulated grime which settle into crevices and depressions enhancing the appearance of dirt and natural wear. The coloration is thoughtfully blended with muted earth tones—soft grays browns and weathered hues—derived from mineral oxides and natural pigments resulting in a realistic outdoor floor or walkway surface that conveys the character of man-made stone installations subjected to time and the elements.

All material properties are meticulously mapped across standard PBR channels to ensure photorealistic rendering and optimal compatibility with modern 3D engines like Blender Unreal Engine and Unity. The BaseColor (Albedo) channel communicates subtle variations in stone coloration dirt overlays and mineral deposits that contribute to the texture’s natural look. The Normal map accurately reproduces the intricate grain orientation eroded edges and rough surface topology of worn stones and rocks adding depth and tactile quality. Roughness values are carefully calibrated to reflect the non-uniform reflectivity of an outdoor stone surface varying between coarse weathered patches and areas smoothed by accumulated dirt and leaves. The Metallic channel remains consistently low to represent the non-metallic nature of the stone material preserving realistic shading. Ambient Occlusion enhances the shading in cracks and crevices while the Height map delivers precise displacement data amplifying the rugged feel of the pathway’s uneven terrain and supporting enhanced parallax effects.

Offered in ultra-high 4K resolution with an optional upgrade to 8K this seamless tileable 3D texture is ideal for integration into physically based rendering workflows and supports both PNG and EXR formats. Its embedded calibrations ensure consistent lighting and shading behavior across various platforms eliminating the need for extensive manual adjustments. For best results it is recommended to adjust the UV scale to match the real-world dimensions of stone tiles and to fine-tune the roughness values slightly to simulate different outdoor conditions—such as dry or wet surfaces—thereby enhancing realism without compromising rendering performance. This texture serves as a versatile solution for creating weathered dirty and worn stone floors pathways or outdoor rock surfaces in any man-made environment requiring authentic natural detail.

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.