Seamless Painted Plaster 007 by Textures – PBR 3D Texture (8K ready) free download

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

Preview — Seamless Painted Plaster 007 by Textures – PBR 3D Texture (8K ready)

IDpainted-plaster-007-by-textures-pbr-seamless-8k
Plastic
PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

Seamless Painted Plaster 007 by Textures is a meticulously crafted PBR 3D texture designed to replicate the complex composition and appearance of painted plaster surfaces. The base substrate of this material is a mineral-rich plaster exhibiting a fine grain structure typically formed from lime or cement binders mixed with aggregates such as sand. This plaster layer presents subtle porosity and minor weathering effects reflecting natural wear and slight surface irregularities that enhance realism. Over the plaster multiple layers of paint pigments—primarily warm orange and yellow tones—create a visually rich aged finish. These pigments adhere unevenly due to natural cracking and chipping revealing hints of the plaster and underlying brick masonry beneath which introduces additional textural depth and variation. The surface finish appears matte with slight roughness avoiding glossiness to simulate a weathered painted wall rather than a polished one.

In physically based rendering workflows this texture pack offers a comprehensive suite of channels optimized for consistent shading across modern engines such as Blender Unreal Engine and Unity. The BaseColor (Albedo) channel conveys the organic blend of painted plaster hues and underlying brick tones capturing subtle variations in pigment density and surface wear. The Normal map encodes fine surface details like cracks plaster grain and paint chipping providing realistic light interaction and depth without geometry changes. Roughness is carefully calibrated to reflect the matte slightly textured finish typical of aged plaster while the Metallic channel remains neutral as plaster and paint are non-metallic materials. Ambient Occlusion enhances shadowing in crevices and chipped areas emphasizing the texture’s dimensionality. Height or Displacement maps capture the modest surface relief from plaster buildup and paint layering enabling enhanced parallax or tessellation effects for greater realism.

This texture is fully tileable and seamless ensuring clean repetition across large surfaces without visible seams or pattern breaks making it ideal for architectural visualizations game environments and VR applications. Resolutions typically range up to an impressive 8K supporting high-detail close-ups and large-scale renders. It is compatible with Blender’s Principled BSDF shader—where BaseColor is imported as sRGB and data maps as Non-Color—and can be directly integrated into Unreal Engine by feeding Base Color Roughness Normal and AO maps or connected to the Lit shader in Unity’s URP and HDRP pipelines. For optimal results maintain consistent texel density across your UV maps and consider using triplanar or layered tiling techniques to minimize visible repetition. Combining the Normal map with Height or Parallax mapping can further enhance depth perception while adjusting roughness values allows fine-tuning of the surface finish’s aged matte appearance.

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.