Coral Fort Wall — Fort Wall Rough Wall Rough Uneven — PBR seamless 3D texture free download

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

Preview — Coral Fort Wall — Fort Wall Rough Wall Rough Uneven — PBR seamless 3D texture

IDcoral-fort-wall-02-ocean-coral-fort-wall-rough-uneven
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Coral Fort Wall 02 texture is a meticulously crafted seamless 3D material designed to replicate the complex surface of weathered man-made coastal fort walls composed primarily of plaster concrete embedded with rough uneven stones and chipped coral fragments. This physically based rendering (PBR) texture captures the intricate interplay of mineral aggregates organic coral elements and aged cementitious binders resulting in a distinctive old and dirty surface finish with natural porosity and subtle erosion from seaside exposure. Its base substrate consists of hardened plaster concrete interspersed with coarse rock and coral inclusions which create a tactile unevenness and chipped details that convey a realistic sense of outdoor coastal wear and tear. The surface finish is matte with rough weathered patches and sporadic discolorations from oxide layers and organic growth lending authenticity to the texture’s aged and damaged appearance.

Comprehensive PBR maps accompany this texture set including high-resolution albedo (BaseColor) that faithfully reproduces the muted sandy tones of coral and concrete with subtle pigment variations while the normal map enhances the tactile depth of rough surfaces uneven stones and chipped coral edges. The roughness channel accurately defines areas of differential weathering ranging from smooth worn plaster to coarse grainy rock surfaces optimizing light scattering and reflections for realistic shading across different lighting conditions. Ambient occlusion intensifies crevices and cracks highlighting the fort’s intricate relief whereas the height map delivers precise displacement data crucial for parallax effects and enhanced surface detail. The metallic channel is negligible reflecting the primarily non-metallic composition of plaster and coral materials. This texture is provided in 4K resolution with an optional 8K upgrade ensuring exceptional detail and performance for both real-time rendering and offline pipelines.

Optimized for seamless tiling and compatibility with modern digital content creation tools like Blender Unreal Engine and Unity this tileable texture integrates smoothly into diverse game engines and DCC workflows. It supports the metal/rough workflow and includes calibrated maps to guarantee consistent shading and lighting fidelity eliminating the need for manual tweaking. The balanced detail-to-performance ratio makes it ideal for outdoor coastal environments fort walls and seaside structures requiring authentic roughness and weathered character. For practical application adjusting the UV scale to match the real-world dimensions of coral fragments and stones will enhance realism while fine-tuning roughness values can control the surface’s reflectivity to suit different lighting scenarios and atmospheric 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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