Cracked Discolored Asphalt — Discolored Asphalt Road Rough Weathered Dry — PBR seamless 3D texture free download

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

Preview — Cracked Discolored Asphalt — Discolored Asphalt Road Rough Weathered Dry — PBR seamless 3D texture

IDasphalt-04-rough-weathered-dry-cracked-discolored-asphalt
Asphalt
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Cracked Discolored Asphalt texture represents a weathered dry man-made road surface characterized by rough uneven patches and color variations resulting from prolonged exposure to outdoor elements. At its core this seamless 3D texture simulates an asphalt substrate composed primarily of mineral aggregates like crushed stone and sand bound together by bituminous binders. These binders create a dense yet porous matrix that over time develops cracks and discolorations due to oxidation UV exposure and mechanical wear. The surface finish reflects a naturally rough and slightly eroded condition with subtle variations in pigment concentration and oxide layers contributing to the realistic discoloration and patchiness visible across the road or street surface. These physical details are captured through the texture’s albedo channel which highlights the base color shifts and stains typical of aged asphalt while the roughness map emphasizes the tactile inconsistencies caused by weathering and surface degradation.

This physically based rendering (PBR) texture pack includes high-quality 4K resolution maps with an optional 8K version for demanding high-end workflows in modern pipelines. The provided maps—albedo normal roughness ambient occlusion (AO) and height—are meticulously calibrated to deliver consistent shading and lighting behavior across both real-time and offline renderers making it ideal for use in Blender Unreal Engine and Unity. The normal map accurately encodes the cracked and uneven surface geometry enhancing depth and detail without increasing polygon count. The roughness channel controls the varying degrees of surface reflectivity caused by dry weathered asphalt patches while the height map supports realistic displacement or parallax effects to emphasize the texture’s cracked relief. Ambient occlusion enhances shadowing in recessed areas lending extra realism to crevices and fissures. The texture is provided in both PNG and EXR formats ensuring compatibility and flexibility across different digital content creation applications and game engines.

Optimized specifically for asphalt 04 surfaces this tileable texture balances detailed visual complexity with performance efficiency requiring no manual tweaking for immediate integration into outdoor scenes. When applying the texture consider adjusting the UV scale to match the real-world dimensions of road surfaces for an authentic look and fine-tune roughness values to suit different lighting conditions or render styles. The metalness channel is minimal or omitted consistent with the non-metallic nature of asphalt ensuring accurate physical representation. This seamless PBR texture is an excellent choice for artists and developers seeking realistic cracked discolored asphalt road or street materials that perform reliably across diverse digital environments and pipelines.

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.