Wall Concrete — Cracked Plaster White Plaster White Trimsheet — PBR seamless 3D texture free download

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

Preview — Wall Concrete — Cracked Plaster White Plaster White Trimsheet — PBR seamless 3D texture

IDconcrete-wall-001-cracked-plaster-white-trimsheet-painted-chipped
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Wall Concrete — Cracked Plaster White Trimsheet is a meticulously crafted seamless 3D texture designed to replicate the complex characteristics of a man-made concrete wall with plaster finishing. The base substrate combines mineral-rich concrete with a ceramic-like plaster layer reinforced by fine aggregates and subtle fibrous inclusions that introduce natural porosity and weathering effects. The surface finish captures a painted white plaster appearance exhibiting realistic chipping and cracking revealing underlying concrete layers while maintaining a clean yet damaged aesthetic typical of outdoor urban environments. This texture accurately represents the interplay of mineral binders and pigment oxides that create the distinctive white plaster tone enhanced by subtle roughness variations and micro-surface irregularities from wear and environmental exposure.

All PBR channels are expertly calibrated to deliver balanced detail and performance across modern pipelines and digital content creation software such as Blender Unreal Engine and Unity. The Albedo/BaseColor map faithfully portrays the white plaster and exposed concrete hues with true-to-life pigment saturation and subtle color shifts from weathered areas. The Normal map encodes fine cracks chips and surface grain orientation for realistic light interaction while the Roughness channel defines varying surface finishes from smooth plaster to rough damaged concrete. Ambient Occlusion enhances depth perception in crevices and cracks without manual tweaking and the Height map provides accurate displacement data for enhanced parallax and relief effects ideal for close-up renders. Metallic values are appropriately set to zero reflecting the non-metallic nature of plaster and concrete substrates.

Provided in 4K resolution with an optional 8K variant this texture is tileable and optimized for high-end use cases supporting consistent shading in both real-time and offline renderers using the metal/rough workflow. The texture is delivered in versatile formats including PNG and EXR suitable for diverse workflows. Designed specifically for the concrete wall 001 style and the collection the shed series it ensures reliable results without manual adjustments saving valuable time in material setup. For best results it is recommended to adjust the UV scale to maintain natural crack proportions and fine-tune roughness to balance between clean plaster and weathered chipped areas enhancing realism in outdoor scenes or architectural visualizations.

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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