Seamless 3d texture pbr 8k graffiti tags and scratch graffiti with sticker residue and torn paper free download

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

Preview — Seamless 3d texture pbr 8k graffiti tags and scratch graffiti with sticker residue and torn paper

Texture Info

IDseamless-3d-texture-pbr-8k-graffiti-tags-and-scratch-graffiti-with-sticker-residue-and-torn-paper
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture presents an intricate urban surface composed primarily of weathered concrete as the base material, overlaid with layers of graffiti tags and scratch graffiti. The concrete substrate exhibits a moderately porous, rough finish with subtle micro-cracks and wear marks, indicative of prolonged exposure to outdoor elements. Its surface is punctuated by remnants of torn paper and sticker residue that create uneven patches of adhesive binders and fibrous paper fragments, adding depth and complexity to the form. The graffiti pigments—vivid spray paints in various hues—intermingle with chipped paint flakes and scratches, forming a textured mosaic of color and degradation.

From a materials perspective, the texture combines several composite components: the concrete base provides a solid, slightly coarse aggregate surface with mineral grains visible through the paint layers, while the torn paper and sticker adhesives introduce localized variations in roughness and height. Scratched plastic elements appear as thin, polished yet marred overlays with distinct specular highlights that contrast against the matte concrete. Dust particles and grime settle into crevices and adhesive residues, enhancing the ambient occlusion effect and reinforcing the sense of urban decay. The overall surface finish is irregular—ranging from matte concrete to semi-glossy plastic scratches and peeling paint chips—creating a highly detailed, tactile feel.

In terms of PBR channel mapping, the BaseColor (Albedo) captures the rich palette of graffiti pigments, faded sticker dyes, and natural concrete grays. The Normal map encodes the height variations of paint chips, torn paper edges, and scratch indentations, delivering realistic surface relief. Roughness varies across the texture, with lower values on scratched plastic and paint chips producing subtle gloss, while the concrete and paper residues maintain higher roughness for a diffuse appearance. The Metallic channel remains minimal, reflecting the non-metallic nature of the materials, except for occasional slight metallic hints in worn adhesive remnants. Ambient Occlusion enhances shadowing in crevices, torn paper overlaps, and scratch grooves to heighten depth perception. Height (Displacement) maps enable fine parallax effects on the torn paper and scratch details, emphasizing form without excessive geometry.

Rendered at an ultra-high 8K resolution, this texture is optimized for real-time engines such as Unreal Engine and Unity as well as offline renderers like Blender’s Cycles and Eevee. Its seamless tiling ensures consistent application across expansive surfaces without visible repetition, making it ideal for urban environments, street art visualizations, or distressed signage. For practical use, adjusting the UV scale to maintain natural graffiti proportions is recommended, alongside fine-tuning roughness maps to balance gloss between scratched plastic elements and matte concrete areas. Additionally, blending height and normal maps carefully can preserve crisp surface details while avoiding artifacts in parallax occlusion implementations.

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.