Weathered Red — Red Plaster Weathered Brown Dirty Plaster — PBR seamless 3D texture free download

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

Preview — Weathered Red — Red Plaster Weathered Brown Dirty Plaster — PBR seamless 3D texture

IDred-plaster-weathered-weathered-red-wall-old-worn-damaged
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Weathered Red seamless 3D texture captures the complex character of aged red plaster typically found on outdoor walls of old houses and man-made plaster concrete surfaces. The base substrate consists of mineral-rich plaster a composite of fine aggregates and binder materials that create a porous yet durable finish. Over time environmental exposure causes weathering effects such as discoloration staining and cracking which are naturally integrated into the texture’s surface appearance. The red pigment derived from iron oxide combines with brown dirt deposits and subtle grime layers to emphasize the worn and damaged state of the plaster while the rough surface finish reflects years of outdoor exposure and partial erosion. These elements collectively produce a realistic portrayal of plaster that has endured considerable aging and wear suitable for any architectural visualization or game environment requiring authentic material representation.

The texture is physically based and fully tileable with PBR maps including albedo (base color) normal roughness ambient occlusion and height channels provided in high-resolution 4K with an optional upgrade to 8K for detailed high-end use cases. The albedo map accurately conveys the color variations from vibrant red to muted brown stains and faded discolored patches while the normal map captures fine surface irregularities such as cracks and chipped plaster edges. The roughness map defines the tactile quality of the plaster’s weathered surface balancing glossy and matte areas to enhance realism under various lighting conditions. Ambient occlusion adds depth by simulating shadowing in crevices and damaged sections and the height map supports subtle parallax or displacement effects to bring out the uneven texture of the wall surface. This comprehensive set of PBR textures ensures consistent shading and lighting fidelity across real-time engines like Blender Unreal Engine and Unity as well as offline rendering workflows.

Optimized for modern production pipelines this red plaster weathered texture requires no manual tweaking to deliver reliable results across diverse digital content creation tools and game engines. It supports the metal/rough workflow and comes calibrated to maintain balanced detail and performance making it ideal for both architectural visualization and interactive environments featuring weathered stained cracked and dirty plaster concrete. For best results adjusting the UV scale to match the architectural context will enhance realism while fine-tuning the roughness map can better simulate varying levels of surface erosion and moisture retention. The height map is particularly effective for parallax mapping or tessellation techniques adding dimensionality to walls and enhancing immersion without sacrificing performance. This versatile material harmonizes technical precision with aesthetic authenticity making it a valuable asset for any project requiring realistic weathered red plaster 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

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.