Concrete Wall — Plaster Concrete Damaged Chipped Wall — PBR seamless 3D texture free download

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

Preview — Concrete Wall — Plaster Concrete Damaged Chipped Wall — PBR seamless 3D texture

IDconcrete-wall-006-rough-weathered-damaged-chipped-wall-stained
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Concrete Wall — Plaster Concrete texture identified as concrete wall 006 represents a highly detailed seamless 3D texture designed for realistic rendering in modern digital content creation pipelines. The material captures the intrinsic characteristics of a man-made plaster concrete surface composed primarily of mineral aggregates bound by cementitious adhesives. This results in a coarse weathered substrate exhibiting natural porosity and micro-cracks from wear and damage including chipped and scratched areas. The surface finish reflects a rough uneven plaster coating with patches of staining and accumulated dirt enhancing the texture’s authenticity. The color palette is dominated by muted grays and off-whites typical of aged concrete with subtle oxide pigment variations contributing to the stained and weathered appearance.

Technically this PBR texture pack includes all essential maps: albedo (BaseColor) conveys the accurate diffuse color and subtle pigment variations; the normal map encodes fine surface detail such as chips scratches and plaster roughness providing depth and tactile realism; roughness defines varied micro-surface reflectivity from smooth plastered sections to rough damaged concrete; ambient occlusion enhances shadowing in crevices and chipped zones for added depth; height/displacement maps enable realistic surface relief for parallax or tessellation effects emphasizing the weathered damaged structure. The metallic channel is consistently set for non-metallic concrete reinforcing its natural mineral composition. These textures are provided in both PNG and EXR formats optimized at 4K resolution with an optional 8K upgrade for high-end visualization needs.

Designed for seamless tiling and physically based rendering workflows this texture excels in game engines like Unreal Engine and Unity as well as DCC tools such as Blender. The metal/rough workflow ensures reliable consistent shading across real-time and offline renderers without manual tweaking balancing high detail and performance. It is particularly effective for scenes requiring realistic damaged chipped stained or dirty plaster concrete walls with natural-looking weathering. For best results users should consider adjusting UV scale carefully to avoid repetitive patterns and fine-tune roughness values to match lighting conditions especially when simulating wet or heavily soiled surfaces. Height maps can be leveraged for subtle parallax effects to enhance depth perception on 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)

  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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