Stones Gravel — Rough Uneven Stones Gravel Gritty Grey — PBR seamless 3D texture free download

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

Preview — Stones Gravel — Rough Uneven Stones Gravel Gritty Grey — PBR seamless 3D texture

IDgravel-stones-rough-uneven-stones-gravel-gritty-grey
Surfaces, smooth, rough
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the natural complexity of gravel stones with a rough uneven surface that mimics real-world outdoor environments. Composed primarily of coarse mineral aggregates and scattered pebbles this texture represents the gritty pebbly composition found in garden walkways driveways and rocky pathways. The underlying substrate consists of compacted stone fragments bound by fine sediments creating a stony and gravelly surface that balances natural porosity with durable cohesion. The color palette features subtle grey and gray tones enhanced with natural oxide layers and mineral pigments giving the material an authentic weathered look without appearing artificially uniform. The surface finish reflects the coarse granularity typical of gravel grit with variations in roughness and height that bring out the uneven characteristics of stones and pebbles in outdoor settings.

In terms of PBR workflow this texture includes comprehensive maps to reproduce the material’s physical properties accurately. The Albedo (BaseColor) map provides diffuse color information capturing the nuanced grey hues and natural color variations of the stones and gravel. The Normal map enhances surface detail by simulating the uneven bumps and scattered pebble formations while the Roughness map defines the coarse gritty texture controlling how light interacts with the surface’s irregularities. Ambient Occlusion adds depth by shading crevices and gaps between stones emphasizing the stony depth and scattered pebble clusters. The Height map enables displacement effects highlighting the pronounced roughness and unevenness typical of gravelly rocky substrates. This texture is physically based and tileable designed to maintain consistent shading and detail across real-time and offline renderers supporting workflows in Blender Unreal Engine and Unity with metal/rough workflow calibrations.

Provided at a high resolution of 4K with an optional 8K upgrade this texture ensures crisp detail for high-end rendering projects perfectly suited for outdoor scenes requiring natural stony surfaces such as garden walkways and driveway stones. The texture’s balanced detail and optimized performance make it a reliable choice for digital content creators working within modern pipelines eliminating the need for manual tweaking. For best results it is recommended to carefully adjust the UV scale to match the size of real gravel stones in your scene and fine-tune the roughness to enhance the gritty texture’s realism especially when simulating wet or dry outdoor conditions. This approach ensures a natural appearance that integrates seamlessly with various game engines and DCC applications.

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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