Pavement Weatherbeaten Mosscovered — Discolored Damaged Dirty Dirty Aged Timeworn — PBR seamless 3D texture free download

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

Preview — Pavement Weatherbeaten Mosscovered — Discolored Damaged Dirty Dirty Aged Timeworn — PBR seamless 3D texture

IDherringbone-pavement-03-weathered-worn-rough-discolored-damaged-dirty
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture captures the intricate details of a weatherbeaten mosscovered pavement surface specifically designed to emulate the distinctive characteristics of herringbone pavement 03. The material composition reflects a natural stone or concrete base substrate with mineral aggregates tightly bound by cementitious adhesives creating a durable yet porous surface. Over time environmental exposure has imparted a rough worn texture with visible signs of aging such as discoloration dirt accumulation and moss growth nestled within crevices. The surface finish is matte and uneven showcasing areas of damage trampled dirt and subtle erosion that contribute to its authentic timeworn and outdoor weatherbeaten appearance. Pigments and oxide layers blend naturally to form the muted earthy tones typical of aged brick and pavement resulting in a mossy dirt-stained driveway texture that feels grounded in realism.

Within the PBR workflow this texture is meticulously crafted to include high-resolution 4K maps with an optional upgrade to 8K for high-end rendering or close-up inspection. The Albedo (BaseColor) map presents the natural discoloration and mossy patches without artificial saturation while the Normal map enhances the micro-details of roughness and surface irregularities emphasizing cracks and moss contours. The Roughness map balances between polished flat areas and rough weathered spots supporting consistent shading across real-time and offline renderers. Metallic is minimal reflecting the non-metallic nature of the pavement substrate. Ambient Occlusion adds depth to crevices and moss-covered recesses and the Height map offers subtle displacement to simulate the unevenness caused by years of wear and dirt accumulation. These channels work harmoniously to deliver reliable optimized results in Blender Unreal Engine and Unity pipelines.

Optimized for modern DCCs and game engines this tileable physically based material ensures balanced detail and performance without the need for manual tweaking. It excels in outdoor scene creation driveway visualization and urban environment projects where authentic weathered and mossy pavement is essential. For best results it is recommended to use the metal/rough workflow and adjust the UV scale to match the specific herringbone pattern size of your scene. Additionally fine-tuning the roughness map can help emphasize either the damp mossy areas or the drier more damaged pavement sections allowing for greater artistic control and realism in various lighting conditions.

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.


::contentReference[oaicite:0]{index=0}

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