Polystyrene Damaged Discolored — Discolored Worn White Worn White Scratched — PBR seamless 3D texture free download

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

Preview — Polystyrene Damaged Discolored — Discolored Worn White Worn White Scratched — PBR seamless 3D texture

IDpolystyrene-damaged-discolored-worn-white-scratched-flat
Sand-soil
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This physically based rendering (PBR) seamless 3D texture represents a damaged discolored and worn white polystyrene surface commonly found in man-made indoor applications. Polystyrene is a synthetic polymer characterized by a flat and smooth base substrate with low porosity often used for plastic fixtures or components due to its lightweight and durable properties. Over time exposure to abrasion environmental factors and dirt accumulation causes discoloration and surface damage manifesting as subtle pigment fading grime deposits and scratches. This texture captures these complex material characteristics with high fidelity reflecting the white color altered by wear and grime and revealing patches where the polymer layers beneath the surface become visible. The finish is predominantly matte with fine micro-scratches and uneven worn areas that simulate realistic tactile surface irregularities typical of aged indoor plastics.*

The texture pack includes comprehensive PBR channels essential for realistic digital content creation workflows: albedo (BaseColor) normal roughness ambient occlusion and height maps all available in high-resolution 4K with an optional upgrade to 8K for ultra-detailed rendering. The albedo channel conveys the discolored and dirty white tones of the polystyrene while the normal map encodes the fine scratches and the subtle flatness variations of the polymer substrate. Roughness values fluctuate between smooth polished-like regions and rough damaged patches accurately representing the non-metallic nature of polystyrene with zero metallic input. Ambient occlusion enhances shadowing around surface imperfections adding depth and realism and the height map generates realistic displacement effects that emphasize the worn scratches and surface undulations. This tileable texture is optimized for seamless application across large surfaces in Blender Unreal Engine and Unity supporting both real-time and offline rendering pipelines.*

Designed with modern metal/rough workflow compatibility this physically based polystyrene texture delivers consistent and reliable shading results without requiring extensive manual adjustments. For optimal results it is recommended to carefully calibrate the UV scale to preserve the natural size and distribution of the scratches and wear patterns preventing distortion or repetition artifacts. Additionally fine-tuning the roughness map allows control over the glossiness level helping to simulate varying degrees of surface wear and grime accumulation realistically. This damaged discolored white polystyrene PBR material is an excellent resource for creating authentic indoor scenes where realistic man-made plastic surfaces with detailed weathering and physical accuracy are essential.*

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.