Seamless Wall Damaged Old 3D Texture (PBR up to 8K) free download

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

Preview — Seamless Wall Damaged Old 3D Texture (PBR up to 8K)

IDyellow-stone-wall-wall-damaged-old-cracked-chipped-worn
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless wall texture offers an exceptionally detailed and realistic depiction of a damaged old yellow stone wall characteristic of outdoor man-made structures exposed to natural weathering over extended periods. The core material is a mineral-rich cementitious composite consisting primarily of coarse rock aggregates firmly bonded by durable cementitious adhesives. These irregular rock fragments form a porous and rough substrate typical of weathered concrete and natural stone surfaces. Over time environmental factors have caused visible deterioration including cracks chips scratches discoloration and erosion. Layers of subtle yellow pigments combine with accumulated dirt and grime creating a rugged and tactile surface that authentically represents the worn and aged look of a yellow-stone wall exposed to outdoor elements.

The surface finish expertly captures the textural contrast between the rough grainy nature of the coarse rock particles and the smoother eroded patches shaped by oxidation and weathering processes. Mineral pigments and oxide layers contribute nuanced yellowish tones and discoloration enriching the visual complexity of the wall. This detailed 3D texture is optimized for physically based rendering (PBR) workflows and includes a full set of texture maps to enhance realism and flexibility. The BaseColor (Albedo) map reproduces natural pigment variations weathered coloration and dirt accumulation typical of aged concrete and stone walls. The Normal map encodes fine geometric details such as cracks chips and grain orientation adding depth and tactile authenticity without increasing polygon counts. The Roughness map controls surface reflectivity highlighting worn scratched and porous areas to simulate varied light scattering effects. The Height (Displacement) map introduces subtle relief that emphasizes the rugged and eroded nature of the wall surface while Ambient Occlusion enhances shading in crevices and damaged zones reinforcing dimensionality and realism in the render.

Rendered at ultra-high resolutions up to 8K this seamless 3D texture is fully compatible with major platforms such as Blender Unreal Engine and Unity ensuring smooth tiling and optimal performance. It is especially suited for recreating realistic yellow stone walls weathered concrete and rough stone surfaces in outdoor scenes accurately reflecting the mineral-rich substrates bonded by cementitious materials. For best results adjusting the UV scale is recommended to maintain the natural proportions and intricate details of the coarse rock aggregates preventing distortion and preserving the authenticity of the texture. Additionally fine-tuning the Roughness map allows precise control over the surface’s reflectivity enabling users to emphasize either the matte worn character or the subtle glossiness typical of eroded concrete and stone finishes. This makes the texture ideal for both real-time rendering and high-quality offline projects requiring detailed realistic representations of damaged cracked and weathered walls.

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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