Wall Discolored Plaster — Painted Plaster Wall Discolored Plaster Plastered — PBR seamless 3D texture free download

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

Preview — Wall Discolored Plaster — Painted Plaster Wall Discolored Plaster Plastered — PBR seamless 3D texture

IDpainted-plaster-wall-rough-weathered-worn-wall-discolored-plaster
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-quality Wall Discolored Plaster texture is a seamless physically based rendering (PBR) material designed for realistic 3D visualization of painted plaster walls with weathered worn and stained finishes. The base substrate is a mineral-rich plaster concrete composed primarily of fine aggregates and mineral binders that create a porous yet durable surface. Over time environmental exposure causes discoloration and surface roughness resulting in a timeworn dirty appearance with subtle variations in color and texture. The painted plaster layer includes natural pigment variations and oxide stains that add depth and authenticity. These characteristics translate directly into the PBR channels with the Albedo map capturing the faded discolored paint hues and subtle stains while the Normal map details the intricate roughness and minor surface damage typical of old plaster. The Roughness channel highlights the uneven surface finish reflecting the worn and weathered qualities and the Height map provides accurate depth information for enhanced parallax effects. Ambient Occlusion enhances the natural shading in crevices and chipped areas emphasizing the plaster’s aged damaged features.

Optimized for modern rendering pipelines this texture is tileable and available in 4K resolution with an optional 8K version for high-end projects demanding exceptional detail. It is fully compatible with Blender Unreal Engine and Unity supporting metal/rough workflows to ensure consistent and realistic shading in both real-time and offline renderers. The balanced detail and performance of this plastered wall texture make it ideal for exterior and outdoor scenes where realistic weathering and discoloration are critical. The texture maps come in versatile formats including PNG and EXR allowing for flexible integration in diverse digital content creation (DCC) and game engine environments.

When working with this painted plaster wall texture it is recommended to adjust the UV scale carefully to maintain natural proportions of the plaster grain and cracks avoiding repetition artifacts. Fine-tuning the roughness parameter can help simulate varying degrees of surface wear and moisture absorption enhancing realism without manual retouching. The Height map can be leveraged for subtle parallax effects or displacement to add depth and tactile quality especially effective in close-up renders or interactive applications such as architectural visualization and environmental storytelling.

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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