Stained Chipped Wall — Cracked Rough Damaged Beige Painted Stained — PBR seamless 3D texture free download

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

Preview — Stained Chipped Wall — Cracked Rough Damaged Beige Painted Stained — PBR seamless 3D texture

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

This seamless 3D texture depicts a stained chipped wall featuring a beige painted surface modeled after the preconcrete wall 001 long type commonly seen in outdoor man-made structures such as houses and urban environments. The base substrate is a plaster concrete composite composed of a mineral-rich matrix bound by cementitious adhesives. This combination creates a durable yet weathered surface that shows natural signs of aging. Over time environmental exposure has caused the plaster concrete to develop distinctive cracks chips and rough damaged areas that are meticulously captured in the texture’s fine details. The surface finish consists of a matte slightly coarse paint layer which exhibits visible stains and accumulated dirt reflecting realistic wear and tear characteristic of outdoor concrete walls exposed to the elements. The beige coloration results from pigment oxides incorporated into the paint binder producing subtle tonal variations that add depth and authenticity to the texture.

Within the physically based rendering (PBR) framework this texture integrates multiple calibrated channels to ensure accurate material representation across various platforms including Blender Unreal Engine and Unity. The Albedo (BaseColor) channel conveys the beige painted surface with all its staining and discoloration caused by grime and weathering. The Normal map provides detailed surface relief highlighting cracks chips and rough patches to add tactile depth without increasing geometric complexity. Roughness values vary strategically to simulate the interaction of light with smoother painted regions contrasted against coarse damaged plaster concrete areas enhancing realism in how the surface scatters light. The Metallic channel remains unused to emphasize the non-metallic nature of the plaster concrete wall. Ambient Occlusion enriches shading in crevices and cracks improving visual depth in real-time and offline renders while the Height map supports subtle displacement effects ideal for parallax or tessellation techniques that accentuate the cracked and chipped details.

Offered in a sharp 4K resolution with an optional 8K upgrade this tileable PBR texture is fully optimized for modern digital content creation pipelines. It supports the metal/rough workflow and comes in high-quality PNG and EXR formats ensuring seamless integration without manual adjustments. For best results in any project it is recommended to carefully adjust the UV scale to maintain natural proportions of the plaster concrete surface and fine-tune roughness parameters according to the lighting conditions to achieve the desired balance between weathered paint degradation and surface reflectivity. This approach guarantees consistent realistic representation of cracked rough and damaged beige painted walls in outdoor man-made settings enhancing visual fidelity in architectural visualization game environments and other 3D applications.

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.