Archviz Blocks Cement Concrete Substance Designer Wall — Seamless PBR Texture free download

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

Preview — Archviz Blocks Cement Concrete Substance Designer Wall — Seamless PBR Texture

IDarchviz-blocks-cement-concrete-substance-designer-wall-x2
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture showcases a meticulously crafted cement concrete wall specifically designed for architectural visualization (archviz) projects that demand high-quality realism. The base substrate consists primarily of Portland cement expertly blended with finely graded mineral aggregates such as natural sand and small gravel particles. This combination creates a dense structurally sound surface characterized by subtle porosity and natural micro-cracks which simulate authentic weathering effects found in real concrete blocks. The surface finish reflects a typical cast concrete block featuring a matte slightly rough texture with faint imperfections and natural color variations. These variations stem from oxide pigments and mineral inclusions producing a consistent yet nuanced gray tone that enhances the visual depth and realism of large-scale tiled walls without visible seams.

The texture’s physically based rendering channels are carefully designed to convey the authentic material properties of cement concrete. The BaseColor (Albedo) map captures the natural muted gray hues and delicate pigment variations intrinsic to the concrete’s mineral composition. The Normal map presents detailed surface information highlighting grain orientation and the micro-texture of the cementitious matrix to add tactile depth and realism. The Roughness map balances a moderately rough non-reflective finish that simulates the semi-porous slightly brushed surface typical of weathered concrete. Reflecting the non-metallic nature of cement the Metallic map is uniformly set to zero. Ambient Occlusion enhances shadowing in crevices and aggregate pockets emphasizing depth and surface complexity. Height and Displacement maps provide subtle relief capturing small pits and block contours essential for realistic parallax and displacement effects in both real-time engines and offline renderers.

Created and optimized in Substance Designer at resolutions up to 8K this texture set integrates seamlessly into professional archviz pipelines and is fully compatible with leading 3D software such as Blender as well as game engines like Unreal Engine and Unity. The PBR channels conform to standard physically based rendering workflows ensuring versatile application across a wide range of architectural and game development projects. For optimal results it is recommended to carefully adjust the UV scale to maintain authentic proportions of the concrete blocks and fine-tune the roughness channel to better match specific lighting conditions or artistic preferences. Additionally verifying color space and gamma settings will help preserve the texture’s consistent natural gray tones and detailed surface characteristics across different rendering platforms.

Overall this cement concrete block texture provides a high-quality natural-looking surface that accurately replicates the authentic characteristics needed for professional architectural visualization and game development. Its detailed composition and thoughtfully mapped PBR channels contribute to enhanced realism and efficient workflow integration making it an ideal resource for creating convincing concrete walls with a physically accurate finish and seamless appearance.

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.