Footpath Stones Pebbles — Cobblestone Path Footpath Pebbles Dirty Walkway — PBR seamless 3D texture free download

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

Preview — Footpath Stones Pebbles — Cobblestone Path Footpath Pebbles Dirty Walkway — PBR seamless 3D texture

IDcobblestone-02-cobblestone-path-footpath-stones-pebbles-dirty
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the intricate composition of footpath stones and pebbles specifically modeled after a cobblestone 02 pattern commonly found in man-made outdoor walkways and garden paths. The base substrate mimics natural mineral aggregates—weathered stone fragments tightly bonded with subtle organic and mineral binders creating a durable yet slightly porous surface. The textured finish reflects years of exposure to dry conditions dirt accumulation and natural wear resulting in a realistically rough and uneven stone floor. Color variations arise from earth-toned pigments and oxide layers which lend natural shading and depth while fine surface irregularities simulate the tactile feel of a well-trodden cobblestone path. This material’s physical characteristics are carefully represented across all PBR channels to ensure true-to-life rendering.

Within the PBR workflow the Albedo (BaseColor) map exhibits the nuanced stone hues and dirt deposits capturing subtle pigment differences and weathered discoloration essential for authentic outdoor scenes. The Normal map enhances surface detail by simulating the cobblestones’ uneven grain orientation and rough texture emphasizing the raised edges of pebbles and the cracks between them. Roughness values are calibrated to reflect the semi-matte finish of dry outdoor stones balancing reflective highlights with diffuse scattering to recreate natural weathering without appearing overly glossy. The Metallic channel is minimal or absent as the material is predominantly non-metallic stone. Ambient Occlusion (AO) enhances shadowing in crevices and beneath overlapping stones adding depth and realism while the Height (Displacement) map provides precise surface relief for enhanced parallax effects and accurate silhouette edges in high-detail renders.

Optimized for modern production pipelines this texture is offered in a high-resolution 4K format with an optional 8K version for demanding high-end use cases. It is fully tileable and physically based making it ideal for integration in Blender Unreal Engine and Unity workflows. The included texture maps—albedo normal roughness AO and height—are provided in versatile formats such as PNG and EXR supporting real-time and offline renderers. Calibration for the metal/rough workflow ensures consistent shading across various engines and DCC applications delivering reliable results without manual tweaking. This balance of detail and performance makes it suitable for both game environments and architectural visualization of outdoor floors garden walkways and other man-made outdoor paths.

For practical usage it’s recommended to adjust the UV scale to match the specific dimensions of your project’s cobblestone layout and to fine-tune the roughness map slightly to simulate varying moisture or dirt levels on the stones. Utilizing the height map with parallax occlusion mapping or displacement will further enhance realism by adding depth to the footpath’s uneven surface especially in close-up views. This texture offers a robust and versatile solution for creating authentic seamless outdoor footpath and walkway materials with balanced detail and optimized performance.

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.