Y-Shape Paver Interlocking Cement Blocks | Free PBR free download

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

Preview — Y-Shape Paver Interlocking Cement Blocks | Free PBR

IDy-shape-paver-interlocking-cement-blocks-free-pbr
Brick
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Y-Shape Paver Interlocking Cement Blocks texture is a meticulously crafted, high-quality seamless PBR material designed for realistic architectural visualization and game environments. These interlocking blocks are composed primarily of cement, a mineral-based composite material formed by combining fine aggregates such as sand and gravel with a cementitious binder, typically Portland cement. The texture reflects the subtle granular structure of the cement matrix, enhanced by minor variations in porosity and micro-roughness that result from natural curing and weathering processes. The surface finish is characterized by a slightly rough, matte appearance with faint brush marks and occasional micro-cracks, which contribute to the authentic tactile feel of aged concrete pavers. Coloration comes from natural grey cement tones with hints of oxide pigments that deepen the subtle shading and add complexity to the BaseColor/Albedo channel, providing a realistic foundation for material depiction.

In the PBR workflow, this texture excels by accurately representing the physical properties of interlocking cement blocks across all relevant channels. The Normal map captures the fine relief of the Y-shaped geometry and surface imperfections, adding depth and dimensionality under varying light angles. The Roughness map is carefully calibrated to simulate the non-reflective, coarse cement surface, avoiding any metallic sheen, which is confirmed by the fully black Metallic map, consistent with the non-metallic nature of concrete. Ambient Occlusion enhances the shadowing within the interlocking joints and subtle crevices, improving visual fidelity in complex lighting scenarios. The Height/Displacement channel provides precise elevation data for enhanced parallax effects or tessellation, making this texture especially useful in high-detail renders. Available at up to 8K resolution, it ensures crisp detail even in close-up shots and is optimized for seamless integration in Blender, Unreal Engine, and Unity projects.

For optimal usage, it is recommended to adjust the UV scale to match the intended paving layout, ensuring the Y-shaped blocks align naturally without visible repetition. Additionally, fine-tuning the roughness parameter can help simulate different environmental conditions—from newly laid, slightly damp cement to weathered, sun-bleached surfaces. This flexibility allows for diverse applications, whether in urban street scenes, garden pathways, or architectural exteriors where durable, interlocking cement pavers are required. The texture’s detailed composition and accurate PBR channel representation make it an invaluable asset for achieving realism in modern 3D design workflows.

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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