Concrete Pavers — Patterned Concrete Walkway Dirt Grass — PBR seamless 3D texture free download

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

Preview — Concrete Pavers — Patterned Concrete Walkway Dirt Grass — PBR seamless 3D texture

IDpatterned-concrete-pavers-03-concrete-pavers-pavement-patterned-patterned-concre
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless patterned concrete pavers 03 texture represents a meticulously crafted 3D material designed to emulate outdoor urban environments with high realism. The base substrate is composed of a mineral-rich concrete blend featuring fine aggregates and ceramic-like particles bound together by a cementitious adhesive. This combination creates a durable slightly porous surface characteristic of pavement-patterned walkways while subtle inclusions of organic dirt dead grass and patches of stained stamped concrete enhance the natural weathering and wear typically found in outdoor urban floors. The surface finish balances a semi-rough texture with moderate matte reflectivity achieved through a brushed concrete effect that maintains realistic light interaction without appearing overly polished or artificial. Pigments and oxide layers embedded in the concrete provide soft earthy tones ranging from light gray to muted browns capturing the varied coloration of man-made pavements exposed to environmental conditions over time.

In physical-based rendering (PBR) channels this texture excels by accurately representing every material property for reliable real-time and offline rendering across DCCs and game engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) map conveys the diffuse coloration of concrete dirt and grass elements without baked shadows preserving true color fidelity. The Normal map details the subtle surface irregularities including grout lines and small chips enhancing tactile depth and micro-geometry. Roughness maps control the surface reflectivity simulating the interplay of smooth stamped concrete patches against rougher dirt and dead grass areas while the Metallic channel remains unused to reflect the non-metallic nature of concrete. Ambient Occlusion (AO) adds soft self-shadowing for enhanced realism in crevices and joints and the Height (Displacement) map provides depth cues for parallax occlusion effects allowing the pattern to visually lift off flat surfaces without heavy geometry. Textures are provided in crisp 4K resolution with an optional 8K upgrade delivered in PNG and EXR formats optimized for modern pipelines and consistent shading calibration.

This tileable and physically based patterned concrete pavers 03 material is optimized for seamless integration into urban design projects outdoor environments walkways and floors where natural variability and weathered authenticity are key. For practical application it is recommended to carefully adjust the UV scale to match real-world paver dimensions and fine-tune roughness values to achieve the desired balance between matte and slightly reflective surfaces especially in game engines. Leveraging the height map with parallax or displacement techniques can further elevate the visual impact by adding convincing depth to patterned concrete and embedded dirt or grass patches enhancing immersion without excessive polygonal cost. This material offers a balanced blend of detail and performance reliably delivering high-quality results without manual tweaking making it suitable for both architectural visualization and interactive environments.

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.