Archviz Blocks Concrete Floor Ground Sidewalk Substance — Seamless PBR Texture free download

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

Preview — Archviz Blocks Concrete Floor Ground Sidewalk Substance — Seamless PBR Texture

IDarchviz-blocks-concrete-floor-ground-sidewalk-substance
Concrete
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Archviz Blocks Concrete Floor Ground Sidewalk Substance is a meticulously crafted seamless PBR texture designed specifically for physically based rendering workflows in architectural visualization and real-time applications. The base substrate authentically replicates high-quality concrete primarily composed of mineral aggregates such as fine sand and gravel all firmly bound together by cementitious materials. This combination results in a durable yet slightly porous surface that accurately reflects the natural characteristics of outdoor concrete flooring. Subtle grain orientation and natural variations are evident across the texture enhanced by delicate weathering effects that simulate realistic wear and aging typical of sidewalks and ground blocks. The surface finish strikes a balance between matte and slightly rough capturing the essence of brushed concrete with natural micro-roughness and occasional fine scratches that contribute to its authenticity. The coloration relies on natural gray oxide pigments providing consistent neutral tones that maintain true fidelity under diverse lighting conditions which is essential for accurate BaseColor/Albedo representation in PBR pipelines.

The texture set includes all essential PBR maps to convey the material’s complexity with precision. The BaseColor map delivers a uniform yet nuanced concrete tone while the Normal map encodes detailed surface irregularities such as minor cracks and aggregate relief adding depth and realism. The Roughness map reflects subtle variations in surface finish allowing fine control over glossiness and faithfully reproducing the typical sheen of concrete surfaces. The Metallic channel remains minimal as expected for non-metallic mineral-based materials. Ambient Occlusion enhances the perception of depth in crevices and joints between blocks contributing to a more lifelike visualization. Additionally the Height/Displacement map offers fine geometric detail ideal for parallax or tessellation effects in real-time engines further enhancing realism. With up to 8K resolution this texture guarantees crisp detail and minimal visible repetition even when applied in large-scale tiling scenarios for floors grounds and sidewalks in archviz scenes or game environments.

Designed for seamless integration with leading 3D software such as Blender Unreal Engine and Unity this substance designer asset supports consistent color space and gamma settings to match diverse project requirements. Its seamless nature and stable color response allow for large-scale application without noticeable repetition making it a dependable choice for both offline rendering and interactive visualization workflows. For optimal results it is recommended to carefully adjust the UV scale to balance tiling repetition and fine detail visibility while fine-tuning the roughness parameter to achieve the desired level of surface glossiness based on environmental lighting and material aging. This professional-grade realistic concrete block floor texture provides a versatile and high-quality solution for designers seeking authentic ground and sidewalk surfaces in archviz and real-time applications.

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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