This seamless 3D texture represents the siding of a haunted house, characterized by crumbling plaster and moldy walls, meticulously crafted to capture the essence of aged and weathered building materials. The base substrate appears as an organic mineral composite typical of old plaster, with a mix of fine aggregates and fibrous binders that have degraded over time, leading to porous, fragile surfaces. The plaster’s surface finish is rough and uneven, showing signs of subtle decay with areas of discoloration from mold growth and accumulated dust. These details are vividly portrayed in the texture’s PBR channels, where the BaseColor/Albedo highlights the muted, earthy tones of faded paint and mold stains, while the Normal map emphasizes the cracked plaster edges and layered granularity. The Roughness channel varies to reflect the dusty, matte surfaces contrasting with slightly smoother patches where plaster remains more intact, and the Ambient Occlusion enhances depth around crevices and peeling layers, creating a realistic interplay of light and shadow.
Rendered in stunning 8K resolution, this texture ensures exceptional detail suitable for high-fidelity visual projects. Its non-metallic nature is accurately represented with a low Metallic value, appropriate for organic plaster and wood siding materials, while the Height/Displacement map captures the pronounced relief of crumbling edges and surface imperfections, adding dimensionality when applied with parallax or tessellation techniques. The moldy walls show subtle color variations and organic patterns that enrich the material’s authenticity, blending seamlessly with the dusty, weathered façade. The neutral, evenly balanced lighting baked into the texture makes it highly adaptable across diverse digital environments, whether used in Blender, Unreal Engine, or Unity, enabling artists to integrate the haunted house siding effortlessly into game assets, architectural visualizations, or Halloween-themed scenes.
Designed for large-scale application, the seamless tiling capability allows this texture to cover entire building facades or interior walls without visible repetition, preserving immersion in haunted environments. For optimal results, adjusting UV scale to moderate levels is recommended to maintain the intricate plaster cracks and mold patterns without distortion. Additionally, fine-tuning the Roughness map can help control how light interacts with the dusty surfaces, enhancing the eerie, spooky atmosphere typical of abandoned or haunted structures. This detailed, PBR-ready texture offers a practical and visually compelling solution for artists seeking realistic haunted house siding with pronounced decay and mold effects in ultra-high resolution.
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.
