Damaged Plaster — Brick Bricks Plaster Bricks Plaster Plasterconcrete — PBR seamless 3D texture free download

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

Preview — Damaged Plaster — Brick Bricks Plaster Bricks Plaster Plasterconcrete — PBR seamless 3D texture

IDdamaged-plaster-brick-bricks-plaster-plasterconcrete-chipped-deteriorating
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This damaged plaster texture showcases a realistic blend of brick and plasterconcrete materials capturing the complex interplay between weathered surfaces and exposed brickwork. The base substrate consists primarily of mineral-rich ceramic and concrete aggregates bound by cementitious adhesives and fine siliceous fillers that create a durable but porous surface. Over time natural processes like cracking chipping and crumbling introduce irregularities and roughness that have been meticulously represented here. The plaster layer’s surface finish is matte and slightly uneven reflecting years of wear and weathering while the underlying bricks reveal varying degrees of erosion and discoloration with subtle oxide-based pigments adding warm earthy tones to the old brick and plaster concrete layers.

In the PBR workflow these material characteristics are carefully translated into physically based rendering maps to ensure photorealistic results across 3D applications. The Albedo (BaseColor) map captures the nuanced color variations of the worn-down plaster and exposed brick from faded whites and grays to rust-reds and browns. The Normal map conveys detailed surface relief emphasizing the cracked and chipped plaster as well as the rough texture of deteriorating bricks. Roughness values vary across the texture with smoother plastering contrasted against the coarse crumbling brick areas while the Ambient Occlusion map adds depth by simulating shadowing in crevices and cracks. Height and displacement maps provide accurate parallax effects enhancing the perception of depth on walls with cracked and weathered plaster concrete surfaces. This texture is tileable and optimized for seamless application supporting resolutions up to 8K for high-end rendering and real-time use.

Designed with modern pipelines in mind this PBR seamless 3D texture is fully compatible with Blender Unreal Engine and Unity leveraging the metal/roughness workflow for consistent shading in both offline and real-time renderers. Calibration across all maps ensures balanced detail and optimal performance without manual tweaking making it ideal for game engines and digital content creation software. For best results consider adjusting the UV scale to maintain realistic grain orientation and porosity and fine-tune roughness values if you want to emphasize either the plaster’s matte finish or the bricks’ weathered surfaces. This approach ensures a reliable and visually compelling representation of damaged plaster and brick walls in any 3D environment.

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.