This photorealistic seamless 3D texture at 8K resolution captures the intricate details of a rough plaster surface characterized by chipped plaster damage and peeling paint layers. The base material closely resembles mineral-rich plaster, composed primarily of fine aggregates bound by lime or cementitious adhesives, creating a porous and weathered substrate. Over time, environmental exposure causes the paint layers—pigmented with faded oxide pigments and organic dyes—to crack and peel, revealing chalky and powdery patches beneath. These natural decay effects are meticulously represented with subtle dust accumulation and surface erosion, enhancing the authenticity of aged, weathered wall surfaces. The texture’s roughness varies realistically, with areas of coarse plaster contrasting against smoother, worn paint remnants, providing a dynamic surface finish that reflects years of exposure and degradation.
In PBR workflow channels, this texture excels in conveying material depth and realism. The BaseColor (Albedo) channel presents muted earth tones and desaturated paint hues, faithfully reflecting the faded and chipped appearance of the plaster and peeling paint. The Normal map captures fine surface irregularities such as cracks, chips, and flakes, offering convincing micro-details that react naturally to lighting. Roughness maps vary across the surface, highlighting rough, porous plaster and smoother, worn paint sections, while Metallic is consistently low or zero, as the material is non-metallic. Ambient Occlusion enhances subtle shadowing in crevices and chipped areas, adding dimensionality, and the Height (Displacement) channel provides accurate relief for depth and parallax effects, emphasizing the layered decay and surface imperfections.
Designed for seamless tiling, this high-resolution 8K texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, making it ideal for architectural visualization, environment design, and game asset creation where realistic weathered wall surfaces are required. When applying this texture, adjusting the UV scale to match the real-world size of plaster details is recommended to maintain authenticity, while fine-tuning roughness values can help achieve the desired balance between matte plaster and glossier paint residues. The height map also supports parallax effects, enhancing the tactile sense of surface depth in close-up views.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
