Mosscovered Weatherbeaten Floor — Weatherbeaten Floor Brick Floor Brick Outdoor — PBR seamless 3D texture free download

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

Preview — Mosscovered Weatherbeaten Floor — Weatherbeaten Floor Brick Floor Brick Outdoor — PBR seamless 3D texture

IDfloor-klinkers-01-bricks-moss-rough-weathered-aged-uneven
Brick
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Mosscovered Weatherbeaten Floor texture is a highly detailed physically based 3D material designed to replicate the natural aging and weathering of man-made floor klinkers 01 typically ceramic or mineral bricks used in outdoor settings. The surface exhibits a rough and uneven finish characterized by accumulated dirt moss growth and natural wear that creates an authentic weatherbeaten and mosscovered appearance. The base substrate mimics fired clay or concrete brick bonded with mineral adhesives and embedded aggregates that contribute to its structural depth and porosity. This composition results in subtle surface imperfections and micro-roughness while the moss patches introduce organic elements that soften the otherwise hard aged brick surface. Colorants are represented through earthy pigments and oxide layers reflecting natural discoloration from prolonged exposure to outdoor elements.

The texture’s PBR channels expertly convey these material properties: the Albedo/BaseColor map captures the nuanced palette of weathered bricks and vibrant moss hues while the Normal map details the uneven grain orientation and surface roughness caused by erosion and moss growth. The Roughness channel balances glossy and matte areas for realistic light scattering on damp moss versus dry brick. Ambient Occlusion enhances depth around crevices and mortar joints emphasizing dirt accumulation and aging effects. The Height/Displacement map provides subtle relief for the uneven surface supporting parallax and displacement workflows to enhance realism in both real-time and offline renderers. The absence of metallic content aligns with the non-metallic ceramic nature of the floor klinkers 01 ensuring accurate light absorption and reflection.

Available in seamless tileable 4K resolution with an optional 8K upgrade this texture is fully optimized for modern pipelines and compatible with Blender Unreal Engine and Unity. Its balanced detail and performance ensure reliable results across diverse digital content creation tools and game engines without manual tweaking. For optimal usage adjusting UV scale to match the physical size of floor bricks and fine-tuning roughness values can enhance the interaction between mosscovered patches and weatherbeaten brick surfaces creating a convincing outdoor floor environment with realistic dirt and aged effects.

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

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