Peeling Painted Wall — Wall Concrete Cracked Concrete Cracked Scuffed — PBR seamless 3D texture free download

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

Preview — Peeling Painted Wall — Wall Concrete Cracked Concrete Cracked Scuffed — PBR seamless 3D texture

IDpeeling-painted-wall-painted-peeling-peeling-paint-wall-concrete-cracked
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This peeling painted wall texture presents a highly detailed seamless 3D surface that captures the natural wear and deterioration of a man-made concrete substrate coated with multiple layers of paint. The base material is a dense mineral-rich concrete exhibiting subtle porosity and fine aggregate distribution which provides a rugged foundation for the paint layers. Over time environmental exposure causes the paint binder—typically a polymer-based adhesive—to degrade resulting in characteristic peeling flaking cracking and scuffing. These effects are visually emphasized by variations in pigment dispersion fading and the accumulation of dirt within cracks creating an authentic weathered appearance. The surface finish combines matte and semi-glossy patches where paint remains intact contrasted with rough exposed concrete areas where paint has chipped away highlighting the interplay between organic degradation and inorganic substrate textures.

The texture is meticulously crafted as a physically based rendering (PBR) material with full support for 4K resolution with an optional 8K ultra-high-resolution version available for demanding projects. It includes all essential PBR maps: albedo (BaseColor) captures the nuanced color variations from peeling paint pigments and underlying concrete hues; normal maps simulate the subtle depth of cracks flakes and scuffed surfaces; roughness maps define the interplay between smooth painted regions and rough exposed concrete or chipped areas; ambient occlusion enhances depth perception around cracks and crevices; height maps provide accurate displacement data to emphasize surface irregularities during rendering. The metallic channel remains neutral consistent with the non-metallic nature of paint and concrete materials. These maps are provided in high-quality PNG and EXR formats ensuring compatibility and optimal fidelity across modern digital content creation pipelines.

Optimized for seamless tiling without visible repetition this PBR texture is fully compatible with industry-standard engines such as Blender Unreal Engine and Unity supporting the metal/rough workflow for consistent shading in both real-time and offline renderers. The balanced detail and performance ensure reliable results without requiring manual tweaks making it suitable for architectural visualization game environments and VFX scenes where realistic wall surfaces with deteriorated cracked and peeling paint are needed. For best results it is recommended to adjust the UV scale carefully to avoid overly repetitive patterns and fine-tune the roughness map to balance reflectivity between painted and exposed concrete areas. Incorporating height or parallax mapping can further enhance the tactile realism of peeling paint edges and cracked concrete surfaces.

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.