Concrete Wall — Plaster Scratched Concrete Scratched Concrete Plastered — PBR seamless 3D texture free download

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

Preview — Concrete Wall — Plaster Scratched Concrete Scratched Concrete Plastered — PBR seamless 3D texture

IDconcrete-wall-007-rough-old-weathered-wall-worn-damaged
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Concrete Wall — Plaster Scratched Concrete texture is a meticulously crafted seamless 3D PBR material designed to replicate the complex surface of a weathered plastered concrete wall. The base substrate is a dense man-made cementitious composite combining mineral aggregates such as sand and gravel with a binding cement paste that has cured to form a hard durable surface. Over time exposure to outdoor elements causes natural wear: rough patches cracks chips stains discoloration and accumulated dirt contribute to the aged worn character of the wall. The plaster layer adds a porous slightly fibrous texture exhibiting subtle scratches and dry flaky finishes that enhance realism. The overall coloration rests within a muted grey palette typical of cement-based materials with pigment variations and oxide layers visible in areas where weathering has altered the surface chemistry.

The texture pack includes comprehensive PBR maps—albedo (base color) normal roughness ambient occlusion and height—that capture these material properties with high fidelity. The albedo map conveys the natural grey tones subtle discoloration and stained patches while the normal map simulates fine surface irregularities such as plaster scratches chipped concrete edges and cracked details. The roughness channel defines varying surface finishes from the dry dusty patches to smoother plastered areas ensuring accurate light diffusion and reflection. Ambient occlusion enhances shadowing in crevices and damaged zones while the height map allows for realistic depth and parallax effects in 3D environments. Metallic maps are omitted reflecting the non-metallic nature of plaster and concrete.

Optimized for modern production pipelines this texture supports up to 8K resolution for high-end use cases while the default 4K provides an excellent balance between detail and performance. It is fully tileable and compatible with popular 3D software and game engines such as Blender Unreal Engine and Unity using the metal/roughness workflow for consistent shading in both real-time and offline renderers. The texture delivers reliable results for rough old weathered worn damaged chipped discolored cracked stained dirty dry plastered concrete cement and outdoor surfaces without requiring manual tweaking making it ideal for realistic environmental modeling of concrete-wall-007 scenarios.

For practical application adjust the UV scale to maintain the natural grain and plaster scratch detail at close camera distances and fine-tune the roughness map to control reflectivity for different lighting conditions. Using the height map with parallax occlusion mapping can significantly enhance surface depth perception adding immersive realism to architectural visualizations or game environments featuring weathered concrete walls.

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.