Paint Spikey Wavy — Spikey Wavy Ceiling Dry Faded Indoor — PBR seamless 3D texture free download

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

Preview — Paint Spikey Wavy — Spikey Wavy Ceiling Dry Faded Indoor — PBR seamless 3D texture

IDceiling-interior-paint-spikey-wavy-ceiling-dry-paint-dripping-paint
Paint-coating
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Paint Spikey Wavy texture is a seamless physically based 3D material designed specifically for indoor ceiling interiors featuring a dynamic combination of spikey and wavy surface details that simulate dry faded and dripping paint effects on man-made substrates. This texture captures the complex composition of a painted ceiling surface where mineral or polymer-based binders hold fine pigment particles and microscopic aggregates together creating subtle irregularities and a textured finish. The surface exhibits a dry weathered appearance with slight variations in porosity and roughness that reflect natural wear and aging of indoor paint layers while the spikey and wavy patterns add dimensionality and visual interest without requiring manual tweaking. The finish is matte with soft highlights mimicking the realistic interplay of light on slightly roughened and uneven painted surfaces typical of architectural interiors.

In terms of PBR channels the albedo (BaseColor) map accurately conveys the muted faded paint colors with soft gradients and nuanced discolorations while the normal map enhances the tactile sense of the spikey and wavy surface geometry by adding fine bumps and ridges crucial for realistic shading. The roughness channel balances matte and semi-gloss areas replicating the dry uneven texture of aged paint whereas the metallic map is minimal or zero reflecting the non-metallic nature of the ceiling paint. Ambient occlusion adds depth to crevices and recesses between paint spikes and the height map provides precise displacement information for enhanced parallax effects in real-time engines. Delivered in 4K resolution with an optional 8K upgrade this texture is fully tileable and optimized for modern pipelines ensuring consistent high-quality results across Blender Unreal Engine and Unity environments.

For best practical use it is recommended to adjust the UV scale to maintain the natural scale of the spikey and wavy paint details relative to the ceiling surface avoiding overly repetitive patterns. Additionally slight roughness tuning can help tailor the visual response to different lighting conditions ensuring the dry paint effect remains convincing whether viewed under soft indoor lights or more direct illumination. This PBR texture supports the metal/rough workflow and includes calibrated maps to deliver consistent shading and reliable performance without manual adjustments making it a versatile choice for architects game developers and 3D artists working with ceiling interiors requiring realistic high-definition paint finishes.

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.