Wall Rough Uneven — Wall Worn Chipped Weathered Old Wall — PBR seamless 3D texture free download

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

Preview — Wall Rough Uneven — Wall Worn Chipped Weathered Old Wall — PBR seamless 3D texture

IDmedieval-wall-02-rough-uneven-weathered-old-wall-worn
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Wall Rough Uneven texture represents a weathered old medieval wall surface characterized by worn chipped and cracked features. The base material mimics a man-made stone substrate blending natural rock and concrete elements with a brownish tint that adds authenticity to the rough dry and porous finish. The surface exhibits subtle aggregates and mineral grains with visible damage and unevenness that suggest long-term exposure to outdoor and dungeon-like environments. The composition includes natural binders typical of ancient masonry contributing to the physically based roughness and fractured details. The overall finish leans toward a matte rough texture with no polished or metallic reflections emphasizing the aged and eroded character of the wall.

This seamless 3D texture is delivered in high-quality 4K resolution with an optional 8K version available for high-end projects demanding exceptional detail. It includes all essential PBR maps—Albedo (BaseColor) Normal Roughness Ambient Occlusion and Height (Displacement)—enabling realistic renderings in modern 3D pipelines. The Albedo map captures the brown and gray hues of the stone and concrete while the Normal map encodes the uneven chipped and cracked surface topology. The Roughness channel defines the dry non-reflective qualities of the weathered wall and the Ambient Occlusion map enhances the depth of crevices and damaged areas. The Height map supports subtle displacement effects for added realism in both real-time engines and offline rendering.

Optimized for use in Blender Unreal Engine and Unity this tileable texture supports the metal-rough workflow and includes calibrations to ensure consistent shading results across different renderers without manual tweaking. The material balances detail and performance to suit a variety of applications from dungeon interiors to outdoor medieval scenes providing reliable results for old worn and damaged wall surfaces. For best results it is recommended to adjust UV scale to match the architectural context and fine-tune roughness values to enhance the perception of weathering and surface porosity while the height map can be used for subtle parallax effects to emphasize depth in close-up shots.

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.


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