A stylized wall of large dressed stone blocks in running bond, like the walls and plinths of a castle. Every block has a flat, slightly pillowed face framed by a broad chiselled margin, the joints are tight and dark, and a few corners are cut or chipped. The colours are flat and painted with cool blue grey and warm grey stones; the forms come from a real height map, so the wall reads well from close up and from far away. One tile covers 2 x 2 metres and repeats without seams.
In Blender, the included add-on "Stylized Material Generator" generates the material from 38 parameters. Change the course height, block length, joint width, bond offset, chamfer width and depth, height variation, corners, colours and roughness, press Generate, and all maps are rebuilt, so the shape and the layout change, not only the colours. Live Preview updates a 512 px version while you drag. Moss can be switched on if you want an older wall. Export writes ready texture sets for Unreal Engine and Unity.
For Unreal Engine and Unity you get the default material as texture sets at 2048 and 1024 px with the packed maps each engine expects (Unreal: ORM and DirectX normal; Unity: .unitypackage with URP and Built-in materials).
What is included
- Blender: Stylized Material Generator add-on (Blender 4.2+, tested in 5.2), material library with slider node group (scale, offset, rotation, colour, edges, roughness), showcase scene ready to render
- Unreal Engine: Base Color, Normal (DirectX), ORM, Height, Masks at 2048 and 1024 px
- Unity: .unitypackage with URP Lit and Built-in Standard materials and a demo scene
- All maps as PNG in both normal map conventions
This material is part of the Stylized Medieval Village Materials pack.
Texture origin
Every texture is generated procedurally by our own Python generator in Blender (no texture libraries, no scans, no AI image generators). Preview lighting uses the CC0 HDRI Studio Small 09 from Poly Haven (not included).
Licence: the add-on code is GPL, the textures and materials are royalty free for your projects.
Designed with Claude, made procedurally in Blender and Python, art directed and checked by a 3D artist.