This seamless 3D texture showcases faded footprints embedded on a smooth concrete surface, capturing the authentic essence of footprint erosion and natural wear. The concrete base is mineral-rich, composed primarily of cement binder mixed with fine aggregates that create a subtly porous substrate. Its typical gray tones exhibit slight color variations due to the presence of oxide layers and weathering pigments, which contribute to a realistic aged appearance. The footprint impressions themselves are shallow and eroded, with softened edges that suggest prolonged exposure to natural elements such as rain, wind, and foot traffic. Residual texture details and subtle surface roughness enhance the tactile feel, reflecting the gradual breakdown of the concrete’s fine grain orientation over time.
In terms of PBR channels, the BaseColor (Albedo) reveals the muted grays punctuated by darker, weathered footprint residues, while the Normal map conveys the delicate erosion patterns and shallow depressions with high fidelity. The Roughness channel emphasizes the contrast between the smoother concrete areas and the rougher, worn footprint surfaces, aiding in realistic light scattering. This texture has minimal metallic properties, reflected in a near-zero Metallic map, consistent with concrete’s non-metallic nature. Ambient Occlusion subtly deepens the footprint recesses, enhancing depth perception, and the Height/Displacement map accurately represents the erosion’s uneven surface topology, making it ideal for parallax effects or tessellation. Rendered at a stunning 8K resolution, this photorealistic texture is fully optimized for seamless tiling and is Unreal Engine, Blender, and Unity ready, ensuring maximum compatibility for urban or industrial scene creation.
For practical use, when applying this texture, consider adjusting the UV scale carefully to maintain the natural footprint size relative to the scene context. Fine-tuning the Roughness map can help balance the wetness or dryness appearance of the concrete surface, while subtle height map manipulation can enhance the erosion’s visual depth, especially when using parallax occlusion mapping. This texture is perfect for projects requiring realistic, aged concrete footprints with visible erosion and weathering, adding authenticity to architectural visualizations, game environments, and detailed urban renderings.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
