Scuffed Wall Plastering — Gray Plaster Plastered Plaster Plastered Concrete — PBR seamless 3D texture free download

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

Preview — Scuffed Wall Plastering — Gray Plaster Plastered Plaster Plastered Concrete — PBR seamless 3D texture

IDplastered-wall-04-rough-scratched-gray-plaster-plastered-concrete
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Scuffed Wall Plastering seamless 3D texture offers a highly detailed representation of plastered wall 04 surfaces focusing on a gray plaster and plasterconcrete blend that perfectly suits industrial and indoor environments. The base material consists of a mineral-based plaster substrate enriched with fine aggregates and subtle fibrous reinforcements that contribute to both structural strength and enhanced weathering resistance. The plaster binder creates a dense yet slightly porous surface allowing for natural aging that manifests as scuffs scratches and worn patches. Embedded pigments deliver a muted gray tone while natural oxide deposits and mineral layers add to the texture’s weathered rough aesthetic. The finish balances matte plastering with occasional rough areas and visible scratches producing a tactile surface that realistically mimics plaster concrete walls in modern industrial settings.

All material properties are meticulously encoded across the physically based rendering (PBR) channels to ensure consistent realistic results in any rendering engine. The Albedo (BaseColor) map captures the subtle gray plaster coloration along with organic weathering effects and imperfections. The Normal map introduces fine surface details such as scuffs scratches and the directional grain of plaster adding depth and realism to the plastered concrete appearance. Roughness maps define the contrast between smoother plaster patches and rougher more scuffed sections influencing light diffusion and highlights accurately. The texture is strictly non-metallic following the metal/rough workflow and includes Ambient Occlusion to emphasize recessed areas typical of plaster surfaces. The Height map provides precise displacement data for enhanced parallax and relief effects making the surface feel even more authentic and dimensional.

Provided in high-quality 4K resolution with an optional upgrade to 8K this tileable plastered wall texture supports both PNG and EXR formats ensuring seamless integration into modern digital content creation pipelines. It is optimized for use with Blender Unreal Engine and Unity delivering balanced detail and performance in both real-time and offline rendering workflows. For optimal results it is recommended to apply consistent UV scaling to preserve the natural plaster grain and roughness patterns. Additionally fine-tuning the roughness values can help tailor the worn effect and light interaction to specific lighting conditions or desired levels of weathering. Utilizing the height map for parallax and displacement effects further enhances surface realism especially in industrial or indoor scenes featuring plaster concrete wall surfaces.

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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