This seamless 3D PBR texture, rendered in an impressive 8K resolution, captures the intricate details of aged painted surfaces characterized by cracked paint, dynamic paint drips, and scattered paint splatter. The base material mimics a weathered plaster or concrete substrate, exhibiting a slightly porous and uneven geometry that supports layers of deteriorated paint. The surface features irregular, overlapping paint layers that have chipped away to reveal rough, granular aggregates beneath. The form suggests a flat wall or panel with subtle undulations and fissures, where the cracked paint follows a network-like fracture pattern, emphasizing the material’s brittle aging process.
The composition includes a binding layer of aged, brittle acrylic or oil-based paint, which contributes to the pronounced cracking and flaking. Embedded within the paint are fine pigment particles responsible for its muted, worn color palette, while chalk drawings and scribbles add a faint, dusty overlay with a powdery texture. Rust flakes appear sporadically, indicating underlying metal corrosion, and bullet holes punctuate the surface with sharply defined edges and slight deformation around the impact zones. These features combine to create a rich, multi-layered surface that conveys substantial history and wear.
In terms of PBR channel mapping, the BaseColor (Albedo) captures the faded, desaturated hues of the cracked paint, the chalk marks, and rusty spots without specular highlights, presenting a matte finish. The Normal map enhances the depth of cracks, paint drips, splatters, and bullet holes by emphasizing micro-geometry and surface relief. Roughness is carefully balanced to reflect the contrast between the matte, chalky paint and the slightly glossier paint drips, while the Metallic channel remains near zero except in rusted areas where subtle metallic reflections occur. Ambient Occlusion enriches the perception of depth around cracks, chips, and holes, and the Height/Displacement map provides realistic surface unevenness for enhanced parallax effects in 3D environments.
This texture is fully optimized for seamless tiling, making it ideal for large-scale wall surfaces or objects with extensive painted areas. It is compatible and ready for use in Blender, Unreal Engine, and Unity, supporting physically accurate rendering workflows. For practical application, adjusting the UV scale to maintain the texture’s fine detail at close range is recommended, alongside fine-tuning the roughness map to balance the aged matte and glossy wet paint effects. Combining height and normal maps can further refine the perception of depth, especially around paint chips and bullet holes, enhancing realism in real-time or offline renders.
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.
