Seamless 3d texture pbr 8K rough stucco wall with textured stucco and weathered wood plank wall elements free download

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

Preview — Seamless 3d texture pbr 8K rough stucco wall with textured stucco and weathered wood plank wall elements

IDseamless-3d-texture-pbr-8k-rough-stucco-wall-with-textured-stucco-and-weathered-wood-plank-wall-elements
Wall
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture presents an expertly crafted fusion of rough stucco and weathered wood plank wall elements designed to authentically replicate the complex surfaces found on aged exterior facades. The primary material is a coarse textured stucco substrate traditionally composed of a cementitious mineral base blended with lime and sand aggregates. This composition results in a porous uneven finish typical of outdoor walls exposed to natural weathering. The stucco surface features fine grain particles subtle cracks and natural discoloration that reflect gradual aging and mineral deposits enhancing its tactile and visual complexity. Interwoven with the stucco are horizontal wooden planks made from organic timber exhibiting pronounced grain orientation surface fissures slight warping and faded pigments caused by prolonged exposure to sun rain and wind. Together these elements create a dynamic architectural interplay between rough stucco and textured wood adding depth and realism to the wall surface.

Physically based rendering (PBR) channels have been meticulously engineered to convey these material characteristics with photorealistic accuracy at an ultra-high 8K resolution fully optimized for Blender Unreal Engine and Unity workflows. The BaseColor (Albedo) map reveals muted earth tones typical of weathered stucco—off-whites beige and soft greys with subtle stains and natural variation—while the wooden planks show desaturated browns and greys emphasizing grain and paint erosion. The Normal map accentuates the stucco’s coarse ridges and granular texture alongside the linear grain and beveled edges of the planks creating convincing surface relief. Roughness values vary carefully: the stucco’s matte abrasive finish has high roughness to scatter light diffusely contrasting with the wood planks’ slightly lower roughness in worn areas that reveal faint glossiness. The Metallic channel is unused reflecting the non-metallic nature of these materials while Ambient Occlusion enhances shadowed crevices where stucco and wood intersect. Height and displacement maps simulate the uneven structure from stucco bulges and pits to plank bevels supporting realistic parallax and tessellation effects in real-time rendering engines.

Rendered seamlessly for uniform tiling across large surfaces without visible repetition this texture maintains natural proportions and continuity ideal for extensive plank wall applications. For optimal realism adjusting the UV scale is recommended to preserve authentic grain size for both the rough stucco base and the weathered wood planks preventing distortion and maintaining material integrity. Additionally fine-tuning the roughness channel can adapt the surface reflectance to various environmental conditions such as dryness or moisture. Combining height and normal maps with subtle blending further enhances tactile quality especially when used with displacement or parallax mapping techniques. This makes the seamless 8K resolution texture a versatile and highly detailed solution for photorealistic outdoor scenes featuring rough stucco and weathered wood plank walls ready for seamless integration in Blender Unreal Engine and Unity projects.

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.