Concrete Floor Worn — Indoor Dirty Concrete Worn Old Plain — PBR seamless 3D texture free download

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

Preview — Concrete Floor Worn — Indoor Dirty Concrete Worn Old Plain — PBR seamless 3D texture

IDconcrete-floor-worn-001-worn-old-plain-grey-weathered-bare
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Concrete Floor Worn 001 texture captures the authentic characteristics of an old plain and weathered indoor concrete surface showcasing the unique interplay of mineral aggregates cementitious binders and subtle plaster concrete overlays. The base substrate is a dense porous man-made composite primarily consisting of cement paste binding fine and coarse aggregates which include sand gravel and minor mineral fragments. Over time exposure to indoor environmental factors such as foot traffic dust accumulation and moisture infiltration results in discoloration dirt deposits and surface wear giving rise to a naturally rough and bare finish. The grey tone is enhanced by oxide pigments and minor staining while the texture’s surface finish balances between matte and slightly brushed reflecting typical indoor concrete floor conditions that have aged without polishing or sealing.

Physically based rendering (PBR) channels in this seamless 3D texture are meticulously crafted to replicate these material nuances with high fidelity. The Albedo map accurately represents the color variation and subtle discoloration of the plaster concrete base including dirt patches and weathered zones that define its worn appearance. The Normal map adds realistic micro-surface detail emphasizing the roughness of pitted areas and fine grain orientation of the cement matrix. The Roughness map delivers balanced reflectivity simulating the dull matte finish of an untreated concrete floor while the Metallic channel remains minimal reflecting the non-metallic composition of the material. Ambient Occlusion enhances depth perception by accentuating crevices and chipped areas and the Height map enables precise displacement effects to simulate unevenness and surface wear. Available in 4K resolution with an optional 8K upgrade this tileable PBR texture is optimized for use in Blender Unreal Engine and Unity ensuring consistent shading and performance across real-time and offline renderers.

For practical integration it is recommended to adjust the UV scale to match the typical tile size of indoor concrete flooring which helps maintain realistic proportions and avoid repetitive patterns. Additionally fine-tuning the Roughness values can enhance the perception of dirt accumulation or polished wear spots depending on your scene’s lighting conditions. This texture’s balance of detail and optimization makes it ideal for architectural visualizations game environments or any project requiring a reliable physically based representation of a worn dirty concrete floor surface that holds up under close inspection and varied lighting setups.

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.