Brushed Concrete — Concrete Albedo Normal Rough Weathered Dirty — PBR seamless 3D texture free download

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

Preview — Brushed Concrete — Concrete Albedo Normal Rough Weathered Dirty — PBR seamless 3D texture

IDbrushed-concrete-rough-weathered-dirty-floor-ground-discolored
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This brushed concrete seamless 3D texture represents a meticulously crafted physically based rendering (PBR) material designed to replicate the authentic characteristics of man-made plaster concrete surfaces. At its core the material simulates a mineral-rich base substrate composed of cementitious binders mixed with fine aggregates and subtle fibrous inclusions that contribute to its inherent roughness and weathered appearance. The surface finish showcases a distinct brushed texture revealing a combination of discolored and stained areas from natural exposure and usage typical of outdoor ground or floor applications. This texture captures the nuanced porosity and micro-roughness caused by wear and environmental factors while the colorants are represented through muted gray and earth-toned oxide pigments enhancing the aged dirty effect without losing the concrete’s characteristic neutrality.

In the PBR workflow the albedo (BaseColor) map faithfully reproduces the subtle variations in tone and staining seen on weathered concrete floors while the normal map enhances the tactile depth of the brushed surface and small cracks. The roughness channel balances glossy and matte sections ensuring realistic light diffusion that reflects the material’s semi-porous worn finish. Ambient occlusion adds shadowing detail to crevices and indentations improving depth perception in 3D environments. Height or displacement maps offer precise elevation data to emphasize the surface’s rugged texture and subtle imperfections critical for close-up renders and parallax effects. This texture excludes metallic reflections consistent with the non-metallic composition of concrete ensuring physically accurate shading across all lighting conditions.

Available in 4K resolution with an optional 8K upgrade this tileable texture supports high-end visual fidelity and is optimized for seamless integration into modern pipelines including Blender Unreal Engine and Unity. It is provided in PNG and EXR formats ensuring compatibility and flexibility for both real-time engines and offline renderers. The metal/roughness workflow and calibrated maps guarantee consistent shading without the need for manual tweaking delivering reliable results whether used for architectural visualization game environments or simulation projects. For best results it is recommended to adjust the UV scale according to the scene’s spatial context and fine-tune roughness values slightly to match specific lighting scenarios or surface wear levels.

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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