Pavement Flat Dirty — Floor Sidewalk Pavement Sidewalk Pavement Flat — PBR seamless 3D texture free download

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

Preview — Pavement Flat Dirty — Floor Sidewalk Pavement Sidewalk Pavement Flat — PBR seamless 3D texture

IDpavement-02-worn-floor-sidewalk-pavement-flat-dirty
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Pavement Flat Dirty texture represents a meticulously crafted physically based rendering (PBR) material designed to emulate the complex surface of worn man-made plaster concrete commonly found in urban sidewalk and paving environments. The underlying substrate combines mineral-rich aggregates bound by cementitious plaster resulting in a dense slightly porous ground surface that shows signs of natural weathering and dirt accumulation. Fine grain orientation and subtle surface irregularities from foot traffic and outdoor exposure create a realistic textured finish with a matte slightly roughened appearance. Variations in color arise from mineral pigments and oxide layers embedded in the plaster concrete delivering authentic tonal shifts and grime patterns characteristic of well-used city pavements.

This seamless 3D texture set includes all essential PBR maps—albedo (BaseColor) normal roughness height and ambient occlusion—provided in high-resolution 4K with an optional 8K upgrade for demanding high-end workflows. The albedo channel accurately captures the subtle dirt stains and natural plaster concrete hues while the normal map conveys fine surface details such as cracks and unevenness without the need for excessive geometry. Roughness maps define the balance between matte and slightly reflective areas mimicking the worn yet durable finish of outdoor pavement. Height maps enhance depth perception for displacement or parallax effects adding further realism in real-time engines like Unreal Engine and Unity or offline renderers. Ambient occlusion contributes to soft shadowing in crevices supporting consistent shading and depth across diverse lighting conditions.

Optimized for seamless tiling and designed to work flawlessly within modern content creation pipelines this texture offers balanced detail and performance across digital content creation software such as Blender and major game engines. The metal/roughness workflow is fully supported ensuring predictable and physically accurate shading results without manual tweaking. For practical use adjusting the UV scale to match real-world sidewalk dimensions enhances the natural appearance while fine-tuning the roughness map can simulate varying degrees of wear and grime accumulation on the flat dirty pavement surface. This texture is ideal for adding authentic textured ground surfaces to cityscapes outdoor urban scenes and architectural visualizations requiring reliable physically based materials.

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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