Peeling Scratched Wallpaper — Scratched Wallpaper Dilapidated Wallpaper Dilapidated Worn — PBR seamless 3D texture free download

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

Preview — Peeling Scratched Wallpaper — Scratched Wallpaper Dilapidated Wallpaper Dilapidated Worn — PBR seamless 3D texture

IDdecrepit-wallpaper-weathered-wall-discolored-peeling-scratched-wallpaper
Wallpaper
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This peeling scratched wallpaper texture represents a highly detailed physically based rendering (PBR) material designed to simulate decrepit weathered and dilapidated wall surfaces with exceptional realism. The base substrate mimics aged paper fibers combined with organic binders and adhesives that have weakened and discolored over time producing characteristic peeling and flaking effects. The wallpaper’s surface finish appears worn grungy and distressed reflecting years of exposure that cause visible scratches dirt accumulation and faded pigments. These natural imperfections are captured through subtle variations in albedo and diffuse color revealing the underlying layers and discoloration typical of old man-made wall coverings. Fine grain orientation and porosity contribute to the tactile roughness and contribute to the sense of depth and decay throughout the material.

Technically this seamless 3D texture is optimized for modern digital content creation pipelines and features a comprehensive set of PBR maps—albedo (base color) normal roughness ambient occlusion (AO) and height/displacement—provided in high-resolution 4K with an optional 8K variant for high-end applications. The albedo channel showcases the stained discolored hues and peeling paint details while the normal map enhances the small scratches and flaking textures to create realistic light interaction. The roughness map controls surface reflectivity balancing smooth worn patches with rough grungy areas and the height map effectively simulates the depth of peeling layers and surface irregularities. Ambient occlusion adds shadowing in crevices and gaps boosting realism without manual tweaking. This texture is tileable and physically based ensuring consistent shading and reliable results across Blender Unreal Engine and Unity using metal-rough workflows with calibration support for both real-time and offline renderers.

For practical use it’s recommended to adjust the UV scale carefully to avoid visible repetition on large wall surfaces and fine-tune the roughness values to suit the specific lighting conditions of your scene enhancing the worn and distressed appearance. The height map can be leveraged in parallax or displacement settings to emphasize the peeling and flaking effects adding convincing 3D depth without heavy geometry. This wallpaper texture strikes an optimal balance between detailed visual fidelity and performance making it ideal for a broad range of applications including architectural visualization game environments and film production where decrepit man-made wall surfaces are required.

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.