Seamless Asphalt 029 B (Bicycle Path) by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Asphalt 029 B (Bicycle Path) by Textures – PBR 3D Texture (8K ready)

IDasphalt-029-b-bicycle-path-by-textures-pbr-seamless-8k
Asphalt
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Asphalt 029 B (Bicycle Path) by Textures is a meticulously crafted physically based rendering (PBR) 3D texture designed to represent a weathered asphalt surface specifically for bicycle paths. The base material consists of a dense mineral aggregate tightly bound by bituminous binders forming a robust and slightly porous substrate typical of outdoor asphalt exposed to consistent bicycle traffic. This texture authentically captures the natural composition of small stone fragments embedded within the asphalt matrix subtle fine cracks and delicate signs of wear that develop over time. The surface finish is matte with moderate roughness diffusing light in a realistic manner that reflects the aged and slightly rugged nature of real-world bicycle path asphalt. Pigmentation arises primarily from dark mineral oxides and carbon black which impart the deep gray tone interspersed with lighter rocky inclusions accurately represented in the Base Color (Albedo) channel.

The texture’s PBR maps enhance realism and material fidelity across modern rendering workflows. The Normal map delivers intricate surface detail by conveying granular texture and small-scale undulations typical of rough asphalt enhancing tactile perception. The Roughness channel balances semi-rough surface qualities to simulate accurate light scattering and reflections essential for realistic shading. Ambient Occlusion adds depth by darkening crevices and cracks while the Height/Displacement map offers subtle surface relief ideal for parallax or displacement effects in advanced rendering engines. This comprehensive set of maps ensures consistent physically plausible shading across diverse lighting environments and viewing angles.

Seamless Asphalt 029 B is optimized for seamless tiling across large surfaces with consistent texel density making it well-suited for detailed urban visualizations architectural projects and expansive bicycle path scenes. Its high resolution support up to 8K enables close-up renders without loss of detail or sharpness. The texture is fully compatible with leading 3D software and game engines such as Blender Unreal Engine and Unity. Integration workflows leverage the Principled BSDF shader in Blender the Lit shader in Unity’s Universal and High Definition Render Pipelines and straightforward node setups in Unreal Engine ensuring efficient and realistic material creation.

For best results maintain a uniform UV scale to preserve texture detail and avoid distortion on complex geometry. Adjust roughness values subtly to fine-tune the surface’s light interaction depending on environmental conditions or artistic direction. Combining the Normal map with the Height/Displacement channel can significantly enhance perceived surface depth without increasing polygon count improving realism in close-up views. The Base Color map should be imported using sRGB color space while all data-driven maps such as Roughness Normal Ambient Occlusion and Height should be treated as Non-Color to maintain shading accuracy. Licensed under this seamless asphalt texture offers a versatile and high-quality solution for realistic physically based rendering workflows across various 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

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.