Seamless Rough Old Yellow 3D Texture (PBR up to 8K) free download

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

Preview — Seamless Rough Old Yellow 3D Texture (PBR up to 8K)

IDyellow-plaster-02-rough-old-yellow-wall-wood-plastered
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Seamless Rough Old Yellow 3D Texture (PBR up to 8K) is meticulously designed to authentically replicate the materiality of aged yellow plaster often observed on rustic outdoor walls wooden cabins and plastered concrete surfaces. At its core this texture is based on a mineral-rich substrate composed primarily of fine aggregates such as sand and crushed stone bound together by a traditional cementitious binder that creates a durable yet uneven plaster finish. The surface exhibits natural variations in grain and porosity with subtle imperfections like fine cracks mud-like patches and irregular discolorations in warm brown and tan hues. These features evoke the weathered tactile essence of yellow plastered walls that have aged gracefully over time interacting naturally with adjacent wooden planks and concrete elements to enhance the overall depth and authenticity of the outdoor rustic architectural setting.

This texture embraces physically based rendering principles to provide realistic material response and visual detail across popular 3D engines including Blender Unreal Engine and Unity. The BaseColor (Albedo) map presents a nuanced palette of yellow tones interwoven with brown and tan weathering delivering an authentic aged appearance. The Normal map captures intricate surface details such as plaster roughness subtle wood grain impressions and the fine cracks that characterize this old plaster finish adding convincing tactile depth. The Roughness map defines contrasts between porous matte plaster areas and smoother worn spots while the Height (Displacement) map allows for accurate surface relief that supports advanced parallax and tessellation effects. Ambient Occlusion maps emphasize shadowed crevices between plaster and wooden planks enhancing the three-dimensional feel. The Metallic channel remains unused reflecting the inherently non-metallic nature of this plaster-concrete composite and ensuring physically accurate rendering.

Offered at an ultra-high resolution of 4K with an optional upgrade to 8K this seamless tileable texture is optimized for seamless integration into modern 3D workflows facilitating detailed and realistic rendering without extensive adjustments. For optimal results it is recommended to carefully adjust the UV scale to maintain natural proportions of architectural elements like wooden planks and concrete slabs preserving the continuity and believability of the surface detail. Additionally fine-tuning the roughness map can further highlight the uneven weathered qualities of the yellow plaster 02 surface emphasizing its authentic aged character. This texture is ideal for artists and designers seeking a high-quality realistic surface finish that faithfully captures the complex interplay of mineral substrates binders aggregates and weathering effects found in old rough yellow plaster walls exposed to outdoor 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

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