Seamless Rocky Ground Texture [FREE DOWNLOAD]

New Giveaway!

Rocky Ground Seamless Texture 3000x3000 and 1024x1024
(Diffuse, Normal, Displacement, Specular, Ambient Occlusion)

This texture has a really good displacement map that can have really high strength and it works great even with low number of polygons (If you subdivide, displace and then decimate).

Feel free to use it any way you like! It would be nice if you mentioned me but it is not obligatory. Have fun! :slight_smile:


Final look of the texture applied onto a cylinder


Cylinder mesh after applying the Displacement map


Diffuse, Normal, Displacement, Specular and Ambient Occlusion map

Download Rocky Ground Seamless Texture 3000x3000 here:
https://mega.nz/#!6BEhUbKS!3jtbfuA005Fvdyg9JMqfhaehFaZo2SwYjRt0_2MdwUs

Download Rocky Ground Seamless Texture 1024x1024 here:
https://mega.nz/#!3R0WQCyY!s5kHGOYkyWbQ2V-U0rLOwD9cE09AyrZNGlBlB-PlEws

Hi! how many verts on that Cylinder?

Bravo! dobra tekstura! Dobrodosao na Blender Artist!

Hey, it was subdivided to 1M, then applied the Displacement map and Decimated down do 150K.

Hvala lepo! :slight_smile:

Thanks for this and the brick textures.

Thank you for share :slight_smile:

Thanks.
Diakuiu za textury.

This is fantastic work! I can’t wait to use this!

wow, neat. Thank you!

Good work and thank you, also for the others! At close inspection some seams are yet visible :wink:

May i ask your procedure? Mesh from Photoscan, cleaned in Blender, baked diffuse/normal/displacement then in Photoshop (?) made seamless and created the specular. More o less correct?

Odlicno uradjeno.

thanks. great textures!

You are very welcome! Sorry about some seams being visible, I tried to make it as fast as I could so I might have overlooked some things. I really should pay more attention.

That’s not my procedure but it’s very close to what I will be doing in the future. Right now I am using free images from Pixabay, make them seamless in Photoshop, make the Displacement and Specular map in Photoshop. I make the Normal and the Ambient Occlusion map in ShaderMap. This is the point where the texture is complete. I implement it in Blender and sometimes I render with KeyShot.

In the future, when I get a high quality camera, I will be photographing terrain myself and using Agisoft Photoscan to generate Orthophotos from which I would continue with my current process of creating textures. Maybe I will experiment with Normal and Displacement map baking in ZBrush by using the mesh from the scan.

Anyway, I am just getting started with this and I have a long way to go.

Thank you everyone for your comments! :slight_smile: