Carpet Dirty — Dirty Floor Textile Discolored Faded Fabric — PBR seamless 3D texture free download

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

Preview — Carpet Dirty — Dirty Floor Textile Discolored Faded Fabric — PBR seamless 3D texture

IDdirty-carpet-carpet-dirty-floor-textile-rug-discolored
Carpet
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Carpet Dirty texture represents a worn discolored floor textile with realistic signs of fading and grime accumulation ideal for simulating aged fabric surfaces in 3D environments. The base material mimics an organic textile weave composed primarily of interlaced fibers and yarns that create a porous structure typical of carpets and rugs. Over time exposure to foot traffic and environmental factors causes the fabric’s natural pigments to fade and the surface colors to shift resulting in a discolored appearance. The surface finish is matte and slightly roughened by embedded dirt and wear enhancing the tactile authenticity of the carpet’s worn state. These subtle variations in fiber orientation and soil deposits are captured in detail through physically based rendering (PBR) channels providing a comprehensive material composition for realistic visualization.

The texture set includes high-resolution 4K maps with an optional 8K version available for high-end projects requiring ultra-fine detail. The Albedo (BaseColor) map accurately portrays the faded and discolored fabric tones while the Normal map encodes the intricate fiber patterns and surface irregularities caused by dirt and wear. Roughness maps reflect the varying levels of surface reflectivity from the dull worn fibers to slightly more reflective patches where grime has accumulated. Ambient Occlusion enhances the shadowing within the weave and dirt crevices adding depth and realism. The Height (Displacement) map provides subtle relief for enhanced surface contouring contributing to the perception of depth on floors and rugs. This physically based seamless 3D texture is tileable allowing for consistent repetition without visible seams optimized for modern pipelines and real-time use in engines such as Blender Unreal Engine and Unity.

Designed without the need for manual tweaking this texture delivers reliable results across diverse digital content creation suites and game engines balancing visual detail and performance. The included PNG and EXR formats ensure compatibility and flexibility in various workflows. For practical use adjusting the UV scale can help tailor the fabric pattern density to suit specific scene requirements while fine-tuning the roughness map can simulate varying degrees of dirt accumulation and surface wear. This approach guarantees consistent shading and realistic rendering in both offline and real-time renderers making it an excellent choice for any project involving dirty faded carpets or rugs in architectural visualizations game environments or film production.

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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