Rough Plaster — Plaster Brick Rough Grey Weathered Plaster — PBR seamless 3D texture free download

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

Preview — Rough Plaster — Plaster Brick Rough Grey Weathered Plaster — PBR seamless 3D texture

IDrough-plaster-brick-04-rough-grey-weathered-plaster-old-plaster-concrete
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Rough Plaster texture represents a weathered grey plaster concrete surface commonly found on old man-made outdoor walls and brick substrates. The base material is a mineral-rich plaster mix combining fine aggregates with ceramic binders that create a porous yet durable finish. Natural wear and dirt accumulation add to the visibly rough and uneven surface highlighting the plaster’s age and exposure to the elements. Subtle variations in grain orientation and micro-cracks contribute to the authentic weathered look while muted grey pigments and oxide layers impart a balanced natural coloration without artificial saturation. The surface finish appears matte and coarse emphasizing the tactile roughness and irregular texture typical of plaster applied over brick or concrete bases in outdoor environments.

In the seamless 3D texture’s PBR maps this material’s complexity is faithfully conveyed: the Albedo (BaseColor) channel captures the dusty grey tones and subtle color variations influenced by dirt and weathering while the Normal map replicates the fine relief of plaster grains cracks and brick contours. The Roughness map reflects the coarse non-reflective surface finish typical of old plaster contributing to realistic light scattering. The Ambient Occlusion (AO) map enhances depth perception in crevices and recessed areas and the Height (Displacement) map offers precise surface elevation data for accurate parallax or tessellation effects. The texture is non-metallic so the Metallic channel is kept at zero consistent with mineral-based plaster materials. This PBR texture is provided in 4K resolution with an optional 8K version ensuring high detail fidelity for both real-time engines and offline renderers.

Optimized for modern pipelines and fully tileable this Rough Plaster Brick 04 texture is compatible with Blender Unreal Engine and Unity supporting metal/roughness workflows and calibrated to maintain consistent shading across different platforms. The seamless design allows for flexible UV scaling without visible repetition making it ideal for large wall surfaces or architectural visualizations. For best results it is recommended to adjust roughness values subtly to match specific lighting conditions and to utilize the height map with moderate parallax settings to enhance surface depth without performance loss. This texture delivers reliable physically based material representation that balances detail and performance across digital content creation suites and game engines requiring no manual tweaking.

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.