Broom Finished Concrete Slip Resistant free download

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

Preview — Broom Finished Concrete Slip Resistant

IDbroom-finished-concrete-slip-resistant
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The broom finished concrete slip resistant texture represents a refined material composition featuring a mineral-based cementitious substrate interspersed with fine aggregates such as sand and small gravel bonded through a hydraulic cement matrix. This texture mimics the characteristic broomed surface where parallel grooves are mechanically etched into the partially cured concrete to enhance slip resistance. The surface finish is matte and slightly rough achieved by the brooming process that exposes the aggregate grains and creates micro-textural variations. These textural details translate into the PBR maps through a BaseColor/Albedo channel displaying natural gray hues with subtle earth tones from oxide pigments while the Normal map captures the directional grooves and fine surface irregularities. The Roughness map reflects the finish’s non-reflective tactile quality promoting diffuse light scattering to simulate the anti-slip properties realistically and the Metallic map remains minimal consistent with the non-metallic nature of concrete. Ambient Occlusion intensifies shading within the grooves and crevices enhancing depth perception and the Height/Displacement map emphasizes the surface relief created by the broom finish reinforcing the tactile realism in 3D previews.

Designed for seamless integration within Blender Unreal Engine and Unity workflows this tileable broom finished concrete slip resistant texture offers a high-resolution asset reaching up to 8K ideal for large-scale architectural visualizations game environments and product mockups requiring meticulous surface detail without visible repetition or artifacts. The texture maintains visual stability even across extensive UV islands preserving cohesion and clarity throughout expansive surfaces. Its slip-resistant surface finish is well-suited for both interior and exterior concrete applications accurately representing the nuanced interplay of light and shadow on a broomed finish. By leveraging the complete PBR map set artists and designers can achieve photorealistic material responses under varied lighting conditions enhancing realism and functional authenticity in their projects.

For optimal results careful UV scaling is recommended to balance the density of visible detail without distortion or stretching of the texture’s natural grain and broom pattern. Adjusting the Roughness map allows fine control over the surface’s slip resistance appearance and reflectivity enabling customization from slightly polished to highly abrasive finishes. Additionally subtle enhancements in the Height/Displacement map can improve parallax effects and surface depth contributing to a convincing tactile experience in real-time 3D previews. This seamless broom finished concrete slip resistant texture provides a versatile premium-quality foundation for realistic concrete surfaces demanding both visual appeal and practical accuracy in modern digital content creation.

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.