Painted Road Markings Worn free download

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

Preview — Painted Road Markings Worn

IDpainted-road-markings-worn
Asphalt
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The painted road markings worn texture expertly captures the intricate materiality of aged asphalt surfaces showcasing the natural wear and tear of road paint and pavement over time. The base substrate consists of a traditional asphalt composition where coarse mineral aggregates and fine sand particles are embedded within a dense dark bituminous binder. This combination creates a rough porous surface typical of road pavements exhibiting subtle weathering effects such as micro-cracks surface erosion and natural discoloration. The worn paint details are formed from polymer-based pigments combined with reflective oxide layers which create the characteristic faded and chipped appearance caused by continuous exposure to traffic and environmental conditions. This texture’s surface finish balances matte and slightly glossy elements reflecting the uneven adhesion and abrasion of the road markings against the asphalt substrate delivering a highly realistic visual representation.

This premium seamless painted road markings worn texture is designed for high-fidelity 3D projects optimized for use in Blender Unreal Engine and Unity and supports advanced PBR workflows. Its comprehensive material definition is conveyed through detailed PBR channels: the BaseColor (Albedo) map displays muted weathered paint hues set against granular asphalt tones; the Normal map highlights surface relief including chipped paint edges and uneven asphalt grains; Roughness defines the contrasting gloss levels between the matte asphalt and subtly glossy paint remnants; Metallic is kept minimal to reflect the non-metallic nature of the materials; Ambient Occlusion enhances shadow depth in crevices and surface imperfections; and the Height/Displacement map adds realistic depth to cracks and worn areas improving the perception of physical relief. With resolutions up to 8K this tileable painted road markings worn texture ensures exceptional clarity and sharpness on large UV islands making it suitable for detailed environment art architectural visualization and concept prototyping.

When integrating this AI texture painted road markings worn pattern into your projects it is recommended to carefully adjust the UV scale to match the real-world dimensions of your assets. This helps maintain accurate proportions and prevents distortion or repetition artifacts that can detract from realism. Additionally fine-tuning the roughness map allows for simulating varying degrees of surface wear enhancing the tactile feel and visual complexity of both asphalt and paint surfaces. Utilizing the Height/Displacement map in combination with normal passes further breaks up the flat surface adding subtle relief that significantly boosts realism in both real-time rendering and offline workflows. The included 3D preview facilitates quick material assessment ensuring seamless integration and a natural weathered road surface appearance across diverse lighting and scale scenarios.

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.