Climbing Wall — Foothold Handholds Climbing Gym Concrete Bouldering — PBR seamless 3D texture free download

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

Preview — Climbing Wall — Foothold Handholds Climbing Gym Concrete Bouldering — PBR seamless 3D texture

IDclimbing-wall-02-rough-foothold-handholds-climbing-rock-climbing-grip
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This climbing wall texture optimized as climbing-wall-02 features a seamless physically based 3D material designed to realistically replicate a man-made concrete surface commonly found in indoor climbing gyms and bouldering facilities. The base substrate is a fine-grained concrete composite composed of mineral aggregates bound by cementitious materials with subtle variations in porosity that create a natural roughness essential for footholds and handholds. The surface finish simulates a weathered slightly brushed texture without excessive polish providing the tactile grip needed for sport climbing walls. Carefully applied pigments and oxide layers introduce natural color shifts within the albedo channel enhancing realism by mimicking the muted gray tones and faint discolorations characteristic of frequently used climbing surfaces.

This PBR texture set includes high-resolution 4K maps with an optional 8K version for high-end rendering workflows fully compatible with Blender Unreal Engine and Unity. The albedo map captures the base color variations and subtle staining of concrete while the normal map encodes fine surface details such as grain orientation and micro-roughness from aggregates and surface wear. The roughness map balances smooth and coarse areas to simulate grip variability across climbing holds and footholds critical for realistic light interaction in both real-time and offline renderers. The height map provides precise displacement cues for enhanced depth perception on climbing surfaces facilitating accurate parallax effects. Ambient occlusion optimizes shadowing in crevices and between handholds while metallic values remain minimal reflecting the non-metallic nature of concrete and ensuring proper shading within metal/rough workflows.

For practical use adjusting the UV scale to match the climbing wall’s real-world dimensions ensures the texture maintains natural proportions and avoids repetitive patterns on large surfaces. Fine-tuning roughness values can further enhance grip realism especially when simulating worn handholds or newly installed climbing holds. This texture’s balance of detail and performance makes it ideal for integration across diverse digital content creation tools and game engines delivering reliable consistent shading results without the need for manual tweaking. Its seamless tileability supports efficient workflow pipelines making it a versatile choice for artists and developers aiming to convey authentic climbing gym environments or sport climbing scenes.

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.