Grey Stone Path — Stonework Outdoors Path Outdoors Path Pathway — PBR seamless 3D texture free download

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

Preview — Grey Stone Path — Stonework Outdoors Path Outdoors Path Pathway — PBR seamless 3D texture

IDgrey-stone-path-rocks-exterior-stonework-outdoors-path-pathway
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This grey stone path texture is a meticulously crafted physically based 3D material designed to replicate the complex composition and natural weathering of man-made stonework found in exterior walkways footpaths and outdoor pathways. The base substrate reflects a dense mineral-rich grey stone combining fine-grained aggregates and subtle porous structures that create an authentic stone surface. The binding agents and mineral adhesives are implied through the balanced roughness and micro-variations in the surface finish which emulates a slightly brushed yet naturally worn texture. Colorants within the texture include muted grey and subtle oxide layers that lend depth and variation enhancing realism in both shaded and sunlit environments. The surface finish is neither overly polished nor matte but strikes a natural balance typical of outdoor concrete and stone walkways exposed to the elements over time.

The texture’s PBR setup includes high-resolution 4K maps with an optional upgrade to 8K for demanding high-end visual projects. The Albedo (BaseColor) channel presents the true color of the grey stone path with natural pigment variation and subtle discolorations from weathering. The Normal map captures the intricate grain orientation small fissures and roughness details critical for realistic light interaction and surface irregularities. The Roughness map defines areas of both smooth and coarse surfaces simulating natural erosion and foot traffic wear. The Metallic channel is minimal or unused consistent with non-metallic stone surfaces. Ambient Occlusion enhances crevices and edges adding depth and grounding the texture in outdoor scenes while the Height map provides precise displacement data to simulate the subtle elevation differences and surface undulations typical of aged stone or concrete pathways.

Optimized for modern production pipelines this seamless and tileable texture integrates effortlessly into Blender Unreal Engine and Unity supporting the metal/roughness workflow for consistent shading across real-time and offline renderers. It delivers reliable results without the need for manual tweaking balancing detailed surface realism and performance across diverse digital content creation tools and game engines. The texture is provided in versatile formats such as PNG and EXR to support various workflow requirements and ensures high compatibility with physically based rendering systems.

For practical use adjusting the UV scale is recommended to match the desired stone size and pathway proportions accurately. Fine-tuning the roughness map can help simulate different weathering stages or moisture levels enhancing realism in various outdoor environments. Additionally leveraging the height/displacement map in your renderer will add convincing depth and surface variation especially effective for close-up shots or interactive applications where tactile surface detail is critical.

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.