This seamless 3D texture presents a highly detailed representation of cracked asphalt and broken concrete surfaces, designed to replicate the complex interplay of urban road materials subjected to natural wear and environmental stress. The base substrate combines dense asphalt—a composite of bitumen binder with mineral aggregates—and aged concrete, characterized by cementitious binders holding together coarse gravel and sand aggregates. The geometric form is irregular and fragmented, with a fractured pattern of interconnected road cracks and fissures, simulating the natural failure of pavement due to traffic loads and weathering. The surface exhibits a varied porosity, where micro-cracks and pits coexist with corroded patches, enhancing the tactile realism of a weather-beaten road.
Surface finish details include oxidized and eroded textures, with subtle discoloration from salt deposits and the accumulation of fine dust layers. These elements contribute to a matte, rough appearance rather than a polished sheen, adding to the authenticity of outdoor exposure. Embedded road debris and scattered dry leaves introduce organic irregularities and scatter patterns that break monotony and reinforce the natural environment context. The color palette reflects muted grays and charcoals of asphalt, off-whites and light grays of concrete, interspersed with rusty browns and pale yellows from corrosion and salt efflorescence. This variation is accurately captured in the BaseColor (Albedo) channel, while the Normal and Height maps define the micro- and macro-geometry of cracks, chipped edges, and surface relief.
The roughness channel conveys the diffuse scattering properties of the worn surfaces, varying from rough, matte patches over corroded concrete to slightly smoother asphalt areas where compaction is higher. Metallic values are minimal, reflecting the non-metallic nature of road materials, but subtle variations may simulate embedded metal fragments or reflective salt crystals. Ambient Occlusion enhances depth perception by accentuating crevices and fissures, essential for realistic shading in PBR workflows. The Height/Displacement map allows for precise parallax effects and realistic surface deformation, critical for close-up renders or interactive applications.
Rendered at an 8K resolution, this texture is optimized for high-fidelity projects in Blender, Unreal Engine, and Unity, ensuring crisp detail and seamless tiling across large surfaces. For practical application, it is recommended to carefully adjust the UV scale to maintain the natural proportion of cracks and debris relative to scene geometry. Additionally, fine-tuning the roughness map can help simulate varying wetness or dust accumulation on the road surface, while blending height and normal maps can improve depth perception without excessive geometry displacement, balancing performance and visual quality.
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.
