Herringbone Concrete — Discolored Concrete Herringbone Rough Discolored Concrete — PBR seamless 3D texture free download

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

Preview — Herringbone Concrete — Discolored Concrete Herringbone Rough Discolored Concrete — PBR seamless 3D texture

IDherringbone-concrete-tile-weathered-rough-discolored-concrete-herringbone-herrin
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This herringbone concrete tile texture showcases a meticulously crafted weathered surface composed of a mineral-based cementitious substrate bonded with fine aggregates and mineral pigments forming a durable man-made material. The binders consist primarily of Portland cement blended with silica and fine sand creating a rough discolored finish that reflects natural aging and outdoor exposure. The surface exhibits subtle scuffs and weatherbeaten irregularities with a slightly porous texture that captures the essence of patterned concrete subjected to environmental wear. Variations in color arise from natural oxide layers and mineral staining producing an authentic herringbone pattern with nuanced discoloration and roughness ideal for realistic architectural visualizations and game environments. The overall finish is matte with a tactile roughness that enhances the material’s rugged outdoor character while maintaining a balanced detail-to-performance ratio across digital content creation tools.

In the PBR workflow this seamless 3D texture delivers comprehensive maps including albedo normal roughness ambient occlusion and height each reflecting specific material properties. The albedo (BaseColor) captures the discolored concrete hues and pigment variations while the normal map simulates the intricate grain orientation and surface imperfections characteristic of weathered concrete. The roughness channel defines the uneven scuffed finish with varied reflectivity emphasizing the outdoor exposure and man-made texture. Ambient occlusion enhances shadows in crevices and tile joints adding depth to the herringbone pattern whereas the height map provides subtle elevation differences for displacement or parallax effects enhancing realism without manual tweaking. Metallic is effectively zero consistent with non-metallic concrete substrates. This texture is fully tileable and optimized for modern pipelines supporting consistent shading in real-time and offline renderers.

Provided at a base 4K resolution with an optional 8K upgrade this seamless PBR texture is suitable for Blender Unreal Engine and Unity ensuring high fidelity in both real-time game engines and offline rendering workflows. The texture supports metal/rough workflow calibrations for consistent realistic lighting responses and material interaction. For practical use adjusting the UV scale to reflect the true size of herringbone tiles in your scene enhances the perception of detail while fine-tuning roughness values can help balance the weathered appearance against lighting conditions. The height map can be subtly leveraged for parallax occlusion mapping to accentuate the patterned concrete relief without excessive performance costs.

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.