Concrete Large — Large Square Grid Moss Floor — PBR seamless 3D texture free download

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

Preview — Concrete Large — Large Square Grid Moss Floor — PBR seamless 3D texture

IDlarge-square-pattern-01-tiles-concrete-large-even-concrete-pavers-concrete-block
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Concrete Large — Large Square Grid Moss Floor texture is a meticulously crafted seamless PBR 3D texture designed to replicate the complex surface of large concrete blocks arranged in a characteristic grid pattern. The base substrate is composed of mineral aggregates primarily crushed stone and sand bound together with cementitious material creating a durable man-made concrete paver suitable for outdoor urban environments. The texture captures the subtle porosity and weathering effects typical of concrete exposed to the elements with natural moss growth filling the grid joints adding organic contrast to the otherwise clean industrial surface. The surface finish is slightly rough and matte reflecting typical concrete’s micro-roughness and weathered patina with no polished or glazed effects enhancing realism for floor and pavement applications in urban design projects.

All essential PBR maps are included with this texture provided in 4K resolution with an optional 8K version for high-end use cases fully optimized for modern pipelines in Blender Unreal Engine and Unity. The Albedo (BaseColor) map accurately depicts the color variation of concrete blocks and moss deposits while the Normal map conveys fine surface details such as grain orientation and subtle cracks without manual tweaking. The Roughness channel balances smooth and coarse areas reflecting the natural wear and weathering on concrete pavers ensuring consistent shading across real-time and offline renderers. The Ambient Occlusion map enhances depth perception in grid recesses and moss-filled joints and the Height map provides precise displacement information for realistic surface relief and parallax effects. Metallic workflow is supported but set to zero as concrete is non-metallic maintaining the physically based rendering integrity.

This tileable texture excels in delivering reliable results for large square pattern 01 layouts making it ideal for urban design architectural visualization and game environments featuring concrete floors blocks or pavers. It is meticulously calibrated to avoid seams and visual repetition ensuring an even and natural appearance across extensive surfaces. For practical use adjusting UV scale to match the large tile dimensions and fine-tuning roughness values can help tailor the material’s reflectivity to specific lighting conditions or stylistic preferences. This comprehensive 3D texture set available in PNG and EXR formats provides a balanced combination of detailed surface characteristics and optimized performance making it a versatile asset for any project requiring realistic man-made concrete materials with integrated moss growth on outdoor floors and pavements.

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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