Concrete Floor — Floor Old Brown Dirty Cement Worn — PBR seamless 3D texture free download

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

Preview — Concrete Floor — Floor Old Brown Dirty Cement Worn — PBR seamless 3D texture

IDconcrete-floor-rough-concrete-floor-old-brown-wall
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This concrete floor texture captures the authentic characteristics of old worn and dirty brown cement surfaces commonly found in both indoor and outdoor man-made environments. The base substrate is mineral-rich cement composed primarily of finely ground ceramic-like materials bound together by hydrated calcium silicates which create a durable yet porous surface. Over time weathering and wear introduce subtle discolorations and accumulated dirt enhancing the rough and uneven finish typical of aged plaster concrete. The texture’s surface finish reflects a naturally matte and slightly coarse feel with imperfections such as cracks chips and stains that add realism. Pigments and oxide layers contribute to the warm brown tones while dirt deposits and grime deepen shadowed areas emphasizing the material’s natural depth and complexity.

This seamless 3D texture is physically based (PBR) and includes all essential maps such as Albedo (BaseColor) Normal Roughness Ambient Occlusion (AO) and Height/Displacement to faithfully reproduce the concrete material’s micro and macro surface details. The Albedo channel conveys the subtle color variations and grime-streaked brown hues while the Normal map simulates the intricate surface relief and imperfections characteristic of worn cement. Roughness defines the tactile quality highlighting the balance between smooth patches and rough weathered areas. Ambient Occlusion enhances the perception of depth in crevices and cracks and the Height map offers accurate displacement for enhanced realism in 3D renders. This texture supports both metal/rough workflows and non-metallic surfaces ensuring consistent shading across real-time engines like Unreal Engine and Unity as well as offline renderers within Blender and other DCCs.

Provided at a crisp 4K resolution with an optional 8K upgrade this tileable concrete floor texture is optimized for modern pipelines delivering reliable results without the need for manual tweaking. Its balanced detail and performance make it ideal for use on floors walls and other plaster concrete applications where authenticity in roughness and weathering is essential. For best results adjust UV scaling to match the intended surface size and fine-tune roughness values to control light interaction ensuring the worn dirty cement appearance remains convincing under various lighting conditions. This texture is supplied in PNG and EXR formats facilitating seamless integration into diverse workflows while maintaining high fidelity and efficient rendering performance.

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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