Concrete Floor — Damaged Chipped Concrete Old Damaged Chipped — PBR seamless 3D texture free download

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

Preview — Concrete Floor — Damaged Chipped Concrete Old Damaged Chipped — PBR seamless 3D texture

IDdamaged-concrete-floor-03-old-damaged-chipped-concrete-floor-dilapidated
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-quality concrete floor texture captures the intricate details of a damaged chipped and timeworn cemented surface characteristic of old dilapidated industrial floors. The base substrate is a mineral-rich concrete composite featuring a dense mix of cement paste and aggregates such as sand and gravel bound together by hydraulic cement. Over time weathering and mechanical wear create a battered crumbling appearance with cracks and chips revealing underlying coarse grains and increased porosity. The surface finish is rough and scuffed reflecting years of exposure and use with natural color variations driven by oxide layers and embedded pigments that give the concrete a muted gray tone with subtle earth hues. These subtle color shifts and surface irregularities are faithfully represented in the PBR textures ensuring photorealistic results in 3D applications.

The provided PBR channels include albedo (BaseColor) normal roughness ambient occlusion (AO) and height maps all optimized for physically based rendering workflows. The albedo map conveys the base color variations and subtle pigmentation of the concrete while the normal map enhances the perception of surface bumps chips and cracks simulating the intricate grain orientation and fine detail of the damaged floor. The roughness map controls the surface reflectivity capturing the uneven matte finish of weathered cement whereas the AO map adds realistic shadowing in crevices and chipped areas increasing depth and realism. The height map offers displacement data for creating convincing surface relief ideal for parallax or tessellation effects in real-time engines and offline renderers. Metallic data is negligible given the non-metallic nature of concrete aligning with the metal/rough workflow standards.

This seamless 4K texture with an optional 8K resolution variant is tileable and designed to integrate seamlessly into modern pipelines supporting consistent shading and lighting across Blender Unreal Engine and Unity. Its balanced detail and performance ensure reliable results for a wide range of projects from architectural visualization to game environments featuring abandoned or industrial floors. For best results it is recommended to adjust the UV scale carefully to maintain the natural grain and chipped details without repetition artifacts and to fine-tune the roughness map to match the lighting conditions of the scene enhancing the realism of the damaged concrete surface.

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.