Blue Plaster Weathered — Blue Peeling Timeworn Exterior Blue Peeling — PBR seamless 3D texture free download

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

Preview — Blue Plaster Weathered — Blue Peeling Timeworn Exterior Blue Peeling — PBR seamless 3D texture

IDblue-plaster-weathered-old-weathered-worn-discolored-chipped-damaged
Wallpaper
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Blue Plaster Weathered texture is a high-quality seamless 3D material designed to realistically represent exterior blue plaster surfaces that have aged and deteriorated over time. This plaster is primarily composed of mineral-based aggregates bound together with traditional cementitious or synthetic polymer adhesives creating a durable yet porous substrate. Over years of exposure to outdoor elements such as rain sun and wind the surface becomes worn chipped and peeling revealing layers of discoloration and timeworn imperfections. The characteristic blue pigment likely introduced through mineral oxides or synthetic dyes fades unevenly enhancing the weathered old appearance. The texture captures the subtle roughness and granular grain orientation of plaster combined with cracks and damaged patches that emphasize its deteriorated man-made nature. This balance between natural wear and manufactured finish results in a visually rich material ideal for realistic walls and exterior architectural elements.

This physically based rendering (PBR) texture pack includes meticulously crafted maps: Albedo (BaseColor) conveys the faded blue hues and discolored patches Normal maps emphasize the plaster’s uneven chipped surface detail and small-scale cracks while Roughness maps define the matte to slightly glossy finish reflecting the varying degradation levels. The Height (Displacement) channel accentuates the peeling layers and surface depth enhancing realism in both real-time and offline rendering. Ambient Occlusion maps add subtle shadowing around crevices and damaged areas enriching the perceived depth and complexity of the weathered plaster. The texture is optimized for modern production pipelines offering 4K resolution with an optional 8K upgrade for high-end visualization projects fully compatible with Blender Unreal Engine and Unity. The provided PNG and EXR files support tileable use ensuring seamless repetition across large surfaces without visible borders.

For best results applying this blue plaster weathered texture with a slightly increased UV scale can help emphasize the worn and peeling details in close-up shots while adjusting the roughness values allows tuning the balance between matte dusty areas and spots with residual moisture or slight gloss from weather exposure. This versatile physically based material delivers reliable consistent shading across diverse digital content creation tools and game engines requiring no manual tweaking to achieve authentic outdoor wall appearances. Its combination of fine detail and optimized performance makes it an excellent choice for creating realistic deteriorated exterior plaster surfaces in architectural visualization game environments and CGI 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.