Dirty Concrete — Rough Mud Concrete Mud Concrete Outdoor — PBR seamless 3D texture free download

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

Preview — Dirty Concrete — Rough Mud Concrete Mud Concrete Outdoor — PBR seamless 3D texture

IDdirty-concrete-rough-mud-concrete-outdoor-floor-man-made
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This dirty concrete 3D texture is a seamless physically based rendering (PBR) material designed to convincingly replicate the complex surface of rough mud-infused concrete commonly found in outdoor environments. The base substrate mimics mineral-rich cementitious compounds combined with fine aggregates such as sand and small gravel creating a dense porous structure typical of man-made plaster concrete. Weathering effects are subtly incorporated to showcase surface irregularities embedded dirt and mud deposits that contribute to its natural unpolished finish. Pigments and oxide layers add muted gray and earth-toned color variations to the albedo channel enhancing realism by reflecting the subtle discolorations and stains found on well-used concrete flooring and outdoor walkways.

The material package includes fully optimized PBR maps tailored for modern pipelines and compatible with Blender Unreal Engine and Unity. The normal map captures fine surface detail such as pits cracks and rough texture from the mud and plaster elements while the roughness channel governs the tactile variations between the gritty concrete and softer muddy patches providing a balanced interplay between matte and slightly reflective areas. Ambient occlusion enhances shadowing in crevices and around aggregate particles adding depth without manual tweaking. Height and displacement maps allow for realistic parallax effects emphasizing the unevenness and layered buildup of dirt and sand across the surface. The metalness channel is minimal consistent with non-metallic concrete ensuring accurate light interaction. Textures are delivered in crisp 4K resolution with an optional 8K upgrade for high-end visualization needs supporting PNG and EXR formats for versatile use across digital content creation software and real-time engines.

To achieve optimal results it is recommended to carefully adjust the UV scale to match the real-world size of concrete slabs or floors avoiding repetition artifacts when tiling. Fine-tuning the roughness values can help simulate the moisture levels present in outdoor mud concrete allowing you to control the balance between dry dusty areas and damp darker patches. This texture is especially suited for environments requiring authentic outdoor floor materials with robust detail and performance delivering reliable physically accurate shading without the need for extensive manual adjustments. Its seamless design ensures flawless tiling making it ideal for large-scale scenes and architectural visualizations where both realism and efficiency are critical.

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.