Floor Pavement — Cracked Damaged Floor Pavement Cement Square — PBR seamless 3D texture free download

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

Preview — Floor Pavement — Cracked Damaged Floor Pavement Cement Square — PBR seamless 3D texture

IDfloor-pavement-ground-sidewalk-cracked-damaged-floor-pavement
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture represents a floor pavement surface characterized by cracked and damaged cement squares typical of man-made outdoor sidewalks and ground areas. The base substrate consists primarily of mineral-rich cementitious material mixed with fine aggregates such as sand and crushed stone bound together by hydraulic cement paste. Over time weathering and dirt accumulation create a naturally aged dirty appearance with subtle discolorations and rough patches. The surface finish shows a slightly worn texture with minor chips and fissures reflecting realistic outdoor wear and tear on brick and cement pavements. These physical attributes are captured with high fidelity in the PBR maps where the BaseColor (albedo) channel conveys the muted grays and earth tones of the cement and embedded particles while subtle pigment variations simulate dirt and staining. The Normal map encodes fine surface irregularities cracks and grain orientation enhancing the tactile depth and realism of the damaged pavement.

The Roughness channel carefully balances polished and rough areas simulating the natural variance of a weathered porous cement surface that is neither fully matte nor overly glossy. Ambient Occlusion highlights crevices and deeper cracks adding to the perceived depth and shading complexity under dynamic lighting. The Height map provides precise displacement data to accentuate chipped edges and cracked segments allowing for realistic parallax and relief effects in 3D engines. Metallic values are minimal to none reflecting the non-metallic nature of cement and brick materials. This physically based tileable texture is optimized for modern production pipelines and supports consistent shading across real-time and offline renderers making it suitable for detailed ground and sidewalk scenes in Blender Unreal Engine and Unity.

Provided in 4K resolution with an optional 8K upgrade this texture ensures high-quality detail for both close-up and large-scale applications maintaining balanced performance across digital content creation software and game engines. When using this material it is recommended to adjust the UV scale carefully to avoid visible repetition on extensive surfaces and to fine-tune roughness parameters to match the specific lighting conditions of your scene. Additionally leveraging the Height map for subtle parallax displacement can significantly enhance the realism of cracked and damaged floor pavement areas without excessive geometry complexity.

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

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