Chipped Concrete Wall — Concrete Wall Outdoor Painted Chipped Concrete — PBR seamless 3D texture free download

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

Preview — Chipped Concrete Wall — Concrete Wall Outdoor Painted Chipped Concrete — PBR seamless 3D texture

IDpreconcrete-wall-001-cracked-rough-damaged-house-beige-stained
Concrete
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless PBR texture known as preconcrete wall 001 authentically represents a chipped concrete wall typical of outdoor man-made structures. The base substrate consists of mineral-rich concrete primarily a composite of cementitious binders combined with coarse aggregates like sand and gravel. This combination results in a rugged and porous surface that naturally exhibits cracking chipping and roughness over time. The plaster concrete finish adds complexity with its uneven plastered layers that show subtle variations in beige tones overlaid with patches of weathered stained and painted surfaces. These imperfections—ranging from small chips and cracks to dirt accumulation—are key visual elements that define the material's character and realistic appearance in architectural and environmental scenes.

The texture’s PBR channels meticulously capture these material properties to enhance realism across rendering platforms like Blender Unreal Engine and Unity. The Albedo (BaseColor) map reveals the natural beige and muted painted colors with visible staining and wear patterns while the Normal map accentuates fine surface details such as plaster grain cracks and chipped edges without adding extra geometry. Surface reflectivity is controlled by the Roughness map which balances rough damaged concrete areas against smoother painted patches and the Ambient Occlusion map deepens shadows in crevices and chipped regions adding depth and contrast. Height and Displacement maps provide subtle surface variations and depth in cracks and chips making this texture ideal for use with parallax or tessellation effects. Metallic values remain minimal as concrete is inherently non-metallic ensuring physically based shading accuracy.

Available in 4K resolution with an optional 8K version for projects demanding extreme detail this tileable physically based 3D texture supports high fidelity and seamless repetition over large surfaces. It is optimized for modern digital content creation pipelines delivering consistent shading and realistic material response across real-time game engines and offline renderers alike. For optimal results it is recommended to carefully scale UVs to preserve the natural grain and texture size and to fine-tune roughness levels to adapt to varying lighting conditions or desired degrees of surface wear. This versatile concrete wall texture is well-suited for realistic outdoor wall surfaces in game environments architectural visualizations and film sets providing a detailed weathered look that enhances any digital project.

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.