Concrete Wall — Plaster Concrete Concrete Scratched Cement — PBR seamless 3D texture free download

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

Preview — Concrete Wall — Plaster Concrete Concrete Scratched Cement — PBR seamless 3D texture

IDconcrete-wall-008-weathered-chipped-wall-damaged-cracked-stained
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Concrete Wall — Plaster Concrete Concrete Scratched Cement texture is a meticulously crafted seamless 3D material designed to replicate the complex characteristics of man-made plaster concrete surfaces specifically resembling concrete wall 008. The base substrate is predominantly mineral-based cementitious material combined with fine aggregates exhibiting natural porosity and subtle fiber reinforcements that contribute to its weathered cracked and chipped appearance. The plaster binder creates a slightly rough dry surface finish with occasional staining and scratches typical of outdoor concrete walls exposed to environmental effects. This texture captures the layered interaction of cementitious grains and plaster coatings reflecting variations in color and surface wear through carefully calibrated albedo and roughness channels while the normal and height maps emphasize the subtle embossing of cracks chips and surface irregularities.

The PBR workflow of this texture includes essential maps such as albedo (BaseColor) normal roughness ambient occlusion and height all optimized for physically based rendering. The albedo map accurately portrays the muted gray tones of cement and plaster with realistic staining and discoloration while the normal and height maps enhance the perception of depth in weathered scratched and cracked areas without requiring manual tweaking. The roughness map balances the surface’s dry matte finish and the occasional glossy patches caused by worn plaster enabling consistent shading in both real-time engines like Unreal Engine and Unity and offline renderers. The ambient occlusion map subtly reinforces shadowed crevices along chipped and damaged zones delivering balanced detail and performance across digital content creation suites and game engines.

Provided in ultra-high-resolution 4K textures with an optional 8K upgrade this plaster concrete 3D texture ensures exceptional detail for high-end use cases supporting modern pipelines with PNG and EXR formats. It is fully tileable allowing seamless application on large surfaces without visible repetition and is tailored to the metal/rough workflow for precise calibration of reflective and diffuse properties. This makes it ideal for outdoor architectural visualization urban environment modeling and realistic wall surface generation where the interplay of weathering staining and material composition is critical. For optimal results adjust the UV scale to maintain natural grain size and fine-tune roughness values to emphasize either the dry plaster or wet-stained areas enhancing realism in diverse lighting conditions.

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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