Concrete Grey Plastered — Dry Concrete Grey Dirty Dry Concrete — PBR seamless 3D texture free download

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

Preview — Concrete Grey Plastered — Dry Concrete Grey Dirty Dry Concrete — PBR seamless 3D texture

IDconcrete-layers-02-worn-chipped-rough-weathered-cracked-damaged
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Concrete Grey Plastered texture is a high-quality seamless PBR 3D texture designed to authentically replicate the look and feel of aged plastered concrete walls. This material combines a base substrate of mineral-rich concrete with a plaster overlay featuring typical man-made aggregates and fine fillers that contribute to its characteristic roughness and porous surface. The plaster layer adds subtle variations in texture and color exhibiting natural discoloration weathering and dry cracked features that occur over time due to exposure to environmental elements. Colorants in the form of grey pigments and oxide layers enhance the visual fidelity by providing a nuanced discolored appearance while the surface finish balances between rough and worn capturing the essence of chipped and damaged concrete layers 02 commonly found in urban and industrial settings.

In the PBR workflow this texture includes a comprehensive set of maps: albedo (BaseColor) precisely captures the subtle grey tones and discoloration patterns of plaster concrete; the normal map defines the micro-surface details such as cracks chips and rough patches that give the wall its distinctive weathered look; roughness maps control the interplay of light and surface texture emphasizing worn and dry areas without appearing overly glossy or flat. The metallic channel is minimal consistent with the non-metallic nature of concrete and plaster. Ambient Occlusion enhances depth perception around cracks and chipped regions while height (displacement) maps provide realistic surface relief critical for achieving convincing parallax effects in real-time engines. These maps are optimized for modern pipelines and deliver reliable consistent shading across Blender Unreal Engine and Unity supporting both real-time and offline rendering workflows through a metal/rough workflow calibration.

Available in a detailed 4K resolution with an optional 8K upgrade for high-end visual projects this texture is fully tileable allowing artists to cover large surfaces without noticeable repetition. The texture’s balance of detail and performance ensures it performs efficiently across various digital content creation software (DCCs) and game engines neatly fitting into the concrete-layers-02 category for natural and man-made environments. For practical use it is recommended to carefully adjust the UV scale to match the real-world dimensions of the concrete wall while fine-tuning the roughness map can help accentuate the weathered and dry characteristics of the plaster surface enhancing realism in different lighting conditions.

This Concrete Grey Plastered seamless 3D texture is a versatile physically based material that captures the essence of worn dirty and damaged plaster concrete walls. Its robust PBR maps—available in PNG and EXR formats—are crafted to meet the needs of artists seeking high-resolution tileable textures that integrate smoothly into modern pipelines ensuring dependable visually rich results without the need for manual tweaking. Ideal for architectural visualizations game environments and digital art projects requiring authentic concrete wall surfaces this texture embodies the perfect harmony of natural wear and engineered detail for realistic rendering.

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.