Asphalt Texture Covered by Bitumen | Free PBR free download

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

Preview — Asphalt Texture Covered by Bitumen | Free PBR

IDasphalt-texture-covered-by-bitumen-free-pbr
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This asphalt texture showcases a surface densely covered by bitumen, creating a robust and durable material commonly used in road construction and paving. The base substrate consists primarily of mineral aggregates—crushed stone and sand—bound together by the viscous bitumen binder, a petroleum-derived organic polymer. This composition results in a composite material with a granular, heterogeneous structure where mineral particles interlock within the dark, sticky bitumen matrix. The texture’s surface exhibits moderate porosity due to micro-voids between the aggregates, while weathering effects such as slight oxidation and subtle wear marks add realism and complexity to the finish. The color palette is dominated by deep blacks and charcoal grays from the bitumen, accented by lighter gray and brown hues of the mineral grains, reflecting natural pigment variations and oxide layers formed over time.

In the PBR workflow, this material is accurately represented across multiple channels to capture its physical and optical properties. The BaseColor (Albedo) map reveals the nuanced distribution of bitumen and aggregates, showing the interplay of dark binder and lighter stone fragments without baked lighting. The Normal map enhances surface detail by simulating the rough, uneven texture of embedded gravel and bitumen ridges. Roughness values are moderate to high, representing the slightly coarse, matte finish typical of asphalt, which scatters light diffusely rather than reflecting it sharply. The Metallic channel is generally empty or near zero, as bitumen and mineral aggregates are non-metallic materials. Ambient Occlusion subtly darkens crevices and voids between particles, emphasizing depth and enhancing realism. Height or Displacement maps provide fine relief of the aggregate topography, useful for parallax or tessellation effects in real-time rendering.

Rendered at an impressive 8K resolution, this texture is optimized for seamless tiling and is fully compatible with popular 3D software such as Blender, Unreal Engine, and Unity. This high resolution ensures exceptional detail even in close-up views, making it ideal for realistic architectural visualizations, game environments, and simulation projects. For practical implementation, adjusting the UV scale can help maintain natural aggregate size when applied to large surfaces, while fine-tuning the roughness map allows control over the surface’s reflectivity to match different weather conditions. Using the height map with parallax occlusion mapping can further enhance depth perception without heavy geometry, increasing performance efficiency.

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.