Weathered Dirty Wall — Dirty Wall Brown Wall Brown Rough — PBR seamless 3D texture free download

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

Preview — Weathered Dirty Wall — Dirty Wall Brown Wall Brown Rough — PBR seamless 3D texture

IDstone-wall-02-cracked-damaged-weathered-dirty-wall-brown
Rock
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This Weathered Dirty Wall texture is a meticulously crafted seamless 3D representation inspired by the stone wall 02 type showcasing the authentic characteristics of a man-made rock surface. The base substrate consists of mineral-rich stone with a coarse grain orientation reflecting natural geological formations shaped by time and environmental exposure. Embedded within the porous matrix are binders and organic residues that have accumulated over years lending an aged rough and weathered appearance. The wall’s dominant brown hue emerges from earthy pigments and oxide layers that have settled unevenly across the surface creating a matte finish punctuated by chipped cracked and damaged areas. These imperfections reveal the wall’s vulnerability to natural weathering and wear while dirt and grime lodged in crevices enhance the texture’s overall dirty and rough character perfectly capturing the essence of an old man-made stone wall.

Designed for physically based rendering workflows this PBR texture includes a comprehensive set of maps optimized for realistic shading and surface detail. The Albedo (BaseColor) map presents natural brown tones interspersed with dirt patches delivering true-to-life diffuse coloration. The Normal map intricately encodes fine cracks chipped edges and the coarse grain structure of the rock substrate adding convincing tactile depth. Roughness maps emphasize the matte weathered quality of the surface controlling light diffusion to highlight the gritty aged nature of the wall while the Metallic channel remains minimal accurately reflecting the non-metallic stone base. Ambient Occlusion enhances shadow depth in recessed areas and Height/Displacement maps provide elevation data for simulating surface irregularities such as chips and cracks through parallax or tessellation effects. All these maps are tileable and come in both PNG and EXR formats ensuring seamless integration across Blender Unreal Engine and Unity pipelines.

Available in high-resolution 4K with an optional upgrade to 8K this texture strikes a balance between rich detail and efficient performance making it ideal for architectural visualization game environments and any 3D scenes requiring an authentic physically based weathered dirty wall surface. For optimal results it is recommended to adjust the UV scale to match your specific wall dimensions maintaining natural detail density and avoiding visible repetition. Additionally fine-tuning roughness values allows subtle control over the interplay of dirt accumulation and stone reflectivity enhancing realism under various lighting conditions. This robust free-download-ready texture set supports the metal/rough PBR workflow providing versatile and realistic material solutions for diverse digital content creation needs.

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.