Weathered Wall Concrete — Concrete Panels Rough Weathered Wall — PBR seamless 3D texture free download

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

Preview — Weathered Wall Concrete — Concrete Panels Rough Weathered Wall — PBR seamless 3D texture

IDconcrete-panels-rough-weathered-wall-concrete-stamped-concrete-patterned-concret
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Weathered Wall Concrete texture is a meticulously crafted physically based rendering (PBR) material designed to replicate the authentic appearance of rough timeworn concrete panels commonly found in outdoor building materials such as underpasses bridges and pavers. This seamless 3D texture captures the natural mineral composition of concrete where cement binders aggregates like sand and gravel and microscopic porosity combine to form a durable yet weatherbeaten surface. The base substrate is mineral-rich cementitious material with subtle variations in grain orientation and embedded fine aggregates that contribute to the characteristic stamped and patterned concrete look. Weathering effects manifest as gentle surface erosion subtle discoloration and the occasional patch of plaster concrete wear all of which are faithfully represented in the texture’s detailed albedo and height maps.

In the PBR workflow this texture includes all essential maps: albedo (base color) accurately portrays the muted gray tones and slight pigment variations typical of aged concrete while the normal map conveys the intricate surface relief of rough stamped patterns and micro-cracks. The roughness channel controls the balance between matte and slightly polished areas simulating the natural variations from weather-exposed concrete panels to more sheltered regions. Ambient occlusion enhances depth perception in crevices and joints and the height map provides realistic displacement effects to emphasize the three-dimensionality of the patterned concrete surfaces. Metallic values are minimal reflecting the non-metallic nature of concrete. This texture is optimized for modern pipelines and delivers reliable results without manual tweaking across DCCs and game engines such as Blender Unreal Engine and Unity.

Provided in 4K resolution with an optional upgrade to 8K the Weathered Wall Concrete texture ensures crisp detail and performance suitable for both real-time rendering and offline production. The tileable design allows for seamless repetition over large architectural surfaces making it ideal for construction material visualization and urban environment modeling. For best results adjusting UV scale to match the real-world size of concrete panels helps maintain realistic proportions and fine-tuning roughness values can simulate varying weather exposure levels. This texture supports the metal/rough workflow and includes calibration maps for consistent shading enhancing the realism of stamped concrete and patterned concrete in any scene.

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.