Large Pebbles — Pebbles Large Worn Dirty Pebbles — PBR seamless 3D texture free download

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

Preview — Large Pebbles — Pebbles Large Worn Dirty Pebbles — PBR seamless 3D texture

IDlarge-pebbles-old-worn-dirty-pebbles-large-sidewalk
Stone
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This large pebbles seamless 3D texture showcases a realistic composition typical of natural outdoor stone aggregates frequently found in sidewalks driveways garden walkways and parking areas. The base material consists primarily of mineral-based stones—primarily quartz feldspar and other sedimentary rock fragments—that have weathered over time resulting in a worn and dirty surface finish. These pebbles feature a rough and bumpy texture with subtle porosity caused by natural erosion processes and accumulated dirt and organic deposits. The surface exhibits a blend of muted earth tones enhanced by oxide layers and natural pigments embedded within the stone creating a visually rich aged appearance that conveys authenticity in both natural and man-made environments such as cobblestone pathways and stone floors.

The texture's PBR channels effectively capture this complexity: the Albedo/BaseColor map presents the natural coloration of the large pebbles with subtle dirt staining and oxidation effects while the Normal map encodes the irregular bumpy surface geometry and grain orientations to enhance light interaction. Roughness values are carefully calibrated to represent the worn uneven surface—balancing glossy patches where stones are smoother with matte gritty areas caused by dirt and weathering. The Metallic channel remains minimal reflecting the non-metallic nature of the stones. Ambient Occlusion highlights crevices between pebbles and surface indentations emphasizing depth and realism. The Height/Displacement map provides fine detail for parallax effects enhancing the perception of depth on outdoor flooring like stone pathways and gravel roads.

Provided in 4K resolution with an optional 8K upgrade this tileable physically based texture is optimized for seamless integration into modern pipelines supporting consistent shading and reliable results across DCCs and game engines such as Blender Unreal Engine and Unity. It employs a metal/rough workflow ensuring compatibility with both real-time and offline renderers. For practical use adjusting the UV scale can help maintain the natural scale of large pebbles while fine-tuning roughness can simulate varying levels of wear and dirt accumulation enhancing realism in outdoor or man-made stone surfaces.

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

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