Rough Uneven Weathered — Chipped Dry Rocks Wall Rough Uneven — PBR seamless 3D texture free download

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

Preview — Rough Uneven Weathered — Chipped Dry Rocks Wall Rough Uneven — PBR seamless 3D texture

IDstone-wall-rough-uneven-weathered-cracked-stones-worn
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Uneven Weathered — Chipped Dry Rocks texture authentically replicates the rugged surface of an outdoor stone wall composed of naturally weathered dry and chipped rocks. The base substrate suggests a mineral-rich sedimentary rock characterized by a complex blend of coarse and fine aggregates with varied grain orientations that contribute to its signature uneven and cracked appearance. The surface texture reveals subtle porosity and erosion patterns enhanced by accumulated dirt and natural weathering effects. Layers of oxide pigments impart muted earth tones visible in the albedo channel while the finish remains rough and matte free from any metallic reflections highlighting the raw and worn nature of the stone material. This physically based stone wall texture captures the nuanced interplay of natural weathering and material composition making it ideal for realistic outdoor scenes. Designed as a seamless tileable 3D texture this PBR material includes a comprehensive set of high-resolution maps optimized up to 8K resolution for exceptional detail and realism. The BaseColor (albedo) map accurately represents the stone’s color variations and mineral deposits creating a believable worn and dirty rock surface. The Normal map adds intricate depth through visible chips cracks and grain structure while the Roughness map controls the uneven matte finish that prevents unwanted glossiness. The Ambient Occlusion map enhances shadowing in crevices and eroded areas adding depth and realism and the Height (displacement) map provides subtle relief to emphasize the chipped and cracked surface geometry. Absence of a metallic map confirms the non-metallic nature of the stone ensuring consistent shading across Blender Unreal Engine and Unity rendering environments. Optimized for seamless tiling this texture maintains consistent detail even when UV scaled making it a versatile asset for various outdoor wall applications requiring authentic weathered rock surfaces. For best results it is recommended to moderate the height map intensity when using parallax occlusion to avoid exaggerated depth effects on larger surfaces. Additionally adjusting roughness values allows simulation of different environmental conditions from sun-baked dryness to rain-washed wear enhancing the overall authenticity and visual impact of your stone wall renders. This physically based free-download-ready 3D texture is an excellent choice for artists and developers seeking a high-quality realistic material for complex outdoor stone surfaces 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.