This seamless 3D PBR texture at 8K resolution captures the intricate layering of chalk drawings and chalk scribbles intermixed with expressive graffiti scribbles and dynamic paint splatter overlays. The underlying substrate suggests a coarse, weathered concrete or rough cement wall surface, characterized by uneven porosity and subtle micro-roughness. This base material provides the perfect canvas for chalk pigments, which adhere loosely and create a powdery, matte finish with slight graininess. The chalk markings exhibit soft edges and varying thicknesses, indicating manual application with natural smudging and wear over time.
The texture’s composition reflects a multi-layered assembly where chalk pigments—composed of calcium carbonate binder mixed with fine mineral aggregates—sit atop a silicate-rich, cementitious base. The graffiti elements incorporate spray paint binders with synthetic resins and color pigments, which overlay the chalk in irregular patterns. Paint splatters add a dynamic, semi-gloss finish with uneven opacity and subtle cracking, suggesting aged acrylic or enamel paints exposed to weathering. Scuff marks, grunge spots, and wear marks introduce micro-abrasions and surface degradation, revealing parts of the rough substrate beneath. Paint fade effects simulate UV exposure and oxidation, softening color vibrancy and contributing to the realistic, time-worn appearance.
In terms of PBR channel mapping, the BaseColor (Albedo) captures the full spectrum of chalk whites, pastel hues, muted graffiti colors, and faded paint tones with high fidelity. The Normal map represents the delicate relief of chalk ridges, paint buildup, and surface imperfections, enhancing depth perception on 3D models. Roughness values vary from the matte, powdery chalk areas to the semi-glossy, weathered paint splatters, providing realistic light scattering and reflection. The Metallic channel remains mostly neutral or zero, as the materials are primarily non-metallic. Ambient Occlusion emphasizes crevices and worn recesses, enhancing shadow detail, while the Height/Displacement map conveys subtle elevation differences from chalk layers, paint thickness, and substrate texture.
This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility and performance across diverse 3D workflows. Its high 8K resolution enables close-up realism, especially useful for urban environments, street art scenes, or any project requiring detailed artistic surface wear. For practical application, adjusting UV scale to maintain natural chalk and paint proportions is recommended, along with fine-tuning roughness to balance matte chalk with semi-gloss paint areas. Blending height or parallax maps with normal details can further enhance the tactile quality of the surface, delivering a convincing, immersive material appearance.
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.
