Weathered Rough Discolored — Rough Discolored Exterior Discolored Exterior Coarse — PBR seamless 3D texture free download

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

Preview — Weathered Rough Discolored — Rough Discolored Exterior Discolored Exterior Coarse — PBR seamless 3D texture

IDherringbone-pavement-02-weathered-rough-discolored-exterior-coarse-weatherbeaten
Park pavement
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Weathered Rough Discolored texture is a meticulously crafted seamless 3D material designed to replicate the natural aging and coarse surface characteristics of man-made exterior hard surfaces such as herringbone pavement weatherbeaten pathways driveways and outdoor roads. This material mimics the complex interaction of mineral-based substrates typically found in concrete or stone pavements combined with organic and inorganic binders that hold aggregates and fine grains together. Over time environmental exposure leads to discoloration dirt accumulation and a timeworn appearance all of which are captured in this texture’s detailed surface finish that balances a rough coarse feel with subtle weathering effects making it ideal for realistic outdoor scenes in modern pipelines.

In terms of PBR composition the texture is provided with high-resolution 4K maps and an optional 8K upgrade ensuring exceptional detail when viewed up close in Blender Unreal Engine or Unity. The Albedo channel conveys the natural discoloration and dirt variations with muted earth tones and faded pigments reflecting the weathered state of the substrate. The Normal map adds intricate surface imperfections and grain orientation emphasizing the roughness and subtle depth changes characteristic of worn stone or concrete. Roughness maps carefully regulate reflectivity to simulate a coarse partially porous surface that diffuses light realistically. The Metallic channel remains minimal or zero consistent with non-metallic hard surfaces while Ambient Occlusion enhances crevices and joints reinforcing the depth of weatherbeaten areas. Height and displacement maps provide fine surface relief for accurate parallax and shadowing enhancing realism without requiring manual tweaking.

This PBR texture is optimized for physically based workflows using metal/roughness calibration to deliver consistent shading in both real-time and offline renderers. It is tileable and seamless allowing for extensive coverage on large outdoor surfaces without visible repetition. The material’s balanced detail and performance make it suitable for diverse applications involving exterior coarse surfaces that must look convincingly dirty discolored and timeworn. For best results it is recommended to adjust the UV scale to match the scale of the intended pavement or driveway and fine-tune roughness to enhance the perceived weathering effect under different lighting conditions ensuring the texture integrates naturally into any outdoor or man-made environment.

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.