Seamless 3d texture pbr 8k industrial concrete finish wallpaper with textured plaster stucco and weathered aged look free download

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

Preview — Seamless 3d texture pbr 8k industrial concrete finish wallpaper with textured plaster stucco and weathered aged look

Texture Info

IDseamless-3d-texture-pbr-8k-industrial-concrete-finish-wallpaper-with-textured-plaster-stucco-and-weathered-aged-look
CategoryWallpaper
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture in 8K resolution accurately replicates an industrial concrete finish combined with textured plaster stucco, presenting a weathered and aged surface suitable for detailed digital environments. The base material suggests a composite substrate of rough-cast concrete, layered with a coarse plaster binder composed primarily of lime and cementitious compounds. This creates a robust yet porous surface characterized by visible aggregates such as fine sand grains and subtle mineral fibers that contribute to the overall tactile complexity. The plaster’s uneven application results in an intricate stucco pattern with naturally occurring depressions, cracks, and slight ridges, reflecting years of exposure to environmental wear.

The geometric form is irregular and organic, mimicking hand-applied plaster with no repetitive tile or panel motif, which emphasizes the seamlessness for continuous coverage. The texture incorporates weathering effects including subtle discoloration, surface erosion, and mottled rust-like stains, suggesting oxidation and mineral leaching over time. Surface roughness varies across the texture, from smoother, worn-down patches to heavily pitted areas, enhancing the authenticity of an aged facade. The finish is matte with a slightly dusty, brushed quality rather than polished or glossy, which reduces specular highlights and accentuates micro-roughness details.

In the physically based rendering (PBR) workflow, the BaseColor (Albedo) channel captures muted grays and earthy tones, with soft gradients of warm and cool hues reflecting mineral deposits and weathered plaster pigments. The Normal map conveys the fine relief of plaster ridges, cracks, and aggregate bumps, providing depth and surface irregularity. Roughness values are high overall but with localized variations to simulate the contrast between eroded and intact plaster. Metallic is negligible, as the texture represents non-metallic materials, ensuring realistic light absorption and diffuse reflection. Ambient Occlusion enhances the perception of depth in crevices and undercuts, while the Height/Displacement map enables subtle parallax effects that emphasize the stucco’s layered structure and surface imperfections.

This texture is optimized for use in Blender, Unreal Engine, and Unity, supporting detailed close-ups and large-scale wall applications without visible seams or tiling artifacts. For practical implementation, adjusting the UV scale to emphasize the plaster’s grain and cracking size can significantly affect realism, especially in close camera shots. Additionally, fine-tuning the roughness channel can help balance the weathered matte finish against the desired ambient lighting conditions. Blending the height and normal maps carefully will enhance the perception of depth without causing overly harsh surface distortions, making it ideal for industrial-themed, urban, or rustic virtual environments.

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.