Plastered Chipped Concrete — Plaster Plastered Chipped Scratched Plasterconcrete Rough — PBR seamless 3D texture free download

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

Preview — Plastered Chipped Concrete — Plaster Plastered Chipped Scratched Plasterconcrete Rough — PBR seamless 3D texture

IDplastered-wall-03-plaster-plastered-chipped-concrete-scuffed-discolored
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Plastered Chipped Concrete texture is a meticulously designed physically based rendering (PBR) seamless 3D texture that authentically replicates the complex surface of a timeworn plastered wall 03 skillfully combining plaster and concrete materials. This plasterconcrete surface features mineral-rich cement as its base substrate bonded with fine plaster composites enhanced by subtle fibrous inclusions and fine aggregates that add depth and roughness. The surface finish presents a rough chipped and scuffed character with visible scratches and discoloration simulating years of weathering and wear typical of aged plaster concrete walls. The plaster layer exhibits slight porosity revealing the underlying cementitious layers where chips and scratches have exposed the base concrete while natural pigments and oxide layers contribute to realistic staining and color variation in the plastered wall’s appearance.

Each PBR channel in this texture set is carefully calibrated to capture these material qualities with precision. The albedo (BaseColor) map presents nuanced color shifts and subtle discoloration reflecting the plaster’s pigment variations and weathered oxide deposits. The normal map emphasizes the surface’s irregular topology highlighting the scratches chips and rough patches that define the plasterconcrete’s tactile character. The roughness map balances matte and semi-glossy areas accurately portraying the contrast between the smoother plaster coating and the rougher exposed cement. Ambient occlusion enhances the shading around crevices and chipped zones adding depth and realism while the height map provides fine displacement data to simulate the physical relief of scuffed and chipped surfaces. The metallic channel remains minimal to reflect the non-metallic nature of plaster and cement materials ensuring physically accurate shading in diverse lighting conditions.

Available in high-quality PNG and EXR formats this seamless 3D plastered chipped concrete texture supports resolutions up to 8K catering to both high-end architectural visualizations and real-time rendering pipelines. It is fully tileable and optimized for seamless integration with Blender Unreal Engine and Unity providing consistent and reliable results across modern digital content creation tools and game engines. For optimal application adjusting the UV scale to align with real-world plastered wall dimensions is recommended along with fine-tuning roughness values to control the surface wear and reflectivity especially in scenes featuring dynamic lighting or parallax effects. This ensures a natural and visually compelling representation of rough scratched and scuffed plaster concrete surfaces in digital 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.