This seamless 3D texture features a high-quality concrete slab surface captured at an impressive 8K resolution, designed for photorealistic rendering in modern 3D environments. The base material is a mineral-rich concrete mix composed of cement binders, fine aggregates, and subtle organic inclusions that have weathered naturally over time. This weathering process has resulted in a dry, cracked surface exhibiting fine porosity and micro-variation, with distinctive moss patches thriving in the crevices and cracks. The moss growth introduces organic fiber textures and lush green pigments that contrast gently against the neutral gray and earth tones of the concrete slab, enhancing authenticity and visual complexity. The surface finish is matte and slightly rough, reflecting years of exposure to natural elements found in urban parks and outdoor pavements, with weathered edges and worn areas that highlight the material’s aged and rugged character.
In terms of PBR channel representation, the BaseColor (Albedo) map accurately reproduces the natural concrete hues alongside the vivid green moss patches, while the Normal map captures the intricate roughness of the cracked slab and the subtle elevation changes caused by moss growth and surface wear. The Roughness channel balances smooth and rough areas—smooth patches reflect minimal light, whereas rougher zones scatter light diffusely, mimicking the dry surface texture effectively. The Metallic map remains essentially non-metallic, as expected for concrete, ensuring realistic material response. Ambient Occlusion adds depth to the recessed cracks and mossy crevices, enhancing three-dimensionality, and the Height (Displacement) map provides precise surface relief details, enabling realistic parallax and tessellation effects in supported engines. This texture is fully optimized and Unreal, Blender, and Unity ready, streamlining integration into diverse 3D workflows.
For best results, it is recommended to adjust the UV scale to maintain natural moss patch proportions relative to the concrete slabs, avoiding repetitive patterns that can break immersion. Additionally, fine-tuning the roughness values can help achieve the desired wetness or dryness effect depending on scene lighting conditions, while the Height map can be leveraged for subtle displacement to emphasize surface depth without compromising performance. This seamless concrete slab 3D texture with moss patches and a dry, weathered surface is ideal for creating realistic urban park scenes, outdoor pavements, and any environment requiring a natural, aged concrete look with exceptional detail and material fidelity.
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.
