Asphalt and pavement textures sell the ground plane of every exterior: streets, parking, courtyards, and game blocks. A good PBR set has a busy but lighting-free albedo, roughness that separates tar from aggregate, and a normal that reads stones and cracks at walking height. This guide is about scale, wear, and tiling—not about collecting another gray JPEG.
Pick the right pavement type
Fresh highway asphalt is dark, fine, and relatively even. City streets are lighter, patched, and scored with seams. Parking lots often show oil stains and faded paint ghosts. Concrete sidewalks are a different material: joints, trowel marks, and higher albedo. Do not put a highway tile on a pedestrian plaza and hope roughness saves it. Start in the asphalt category, then pull concrete for walks and ground for dirt shoulders. Floor packs can work for pavers if the unit size matches your CAD grid.
Wear, cracks, and paint
Wear belongs in albedo and roughness together. A crack that exists only in the normal looks like a bump in a new road. Paint markings (lanes, handicap, stop bars) should be a separate mesh or a decal: if you bake them into a tiling texture, they will repeat every few meters. Oil and tire polish should darken albedo slightly and lower roughness in streaks that follow traffic, not in a square tile. Keep metalness at 0 unless you have metal manhole lids as separate objects. For the map roles themselves, see the complete PBR textures guide.
- Albedo: aggregate color, patches, light dirt—no sun shadows.
- Roughness: polished wheel paths darker (smoother), fresh chip brighter (rougher).
- Normal/height: stones, cracks, pothole lips—not painted arrows.
Scale and road direction
A common failure is a 2-meter texture covering a 20-meter street with five identical crack clusters. Measure: many asphalt scans represent about 1–2 meters per tile. In Blender, set Mapping scale so aggregate size matches a photo of a real street at the same camera height. Align the UV so any directional wear (rolling, grooving) follows the road, not across it. Sidewalks need a different scale than the road next to them; sharing one material for both is why archviz sites look “gamey.” Apply maps with the Blender PBR setup and keep roughness Non-Color.
Tiling large sites without a grid
Locker3d asphalt is built to tile, but a huge parking lot still needs help. Offset UVs per island, mix two close variants, or use triplanar on terrain. Hide repetition with props: cars, shadows, joints, and curbs. If a seam appears, check every map, not just albedo. More tiling tactics are in how to tile textures without seams and triplanar mapping. For games, prefer 2K and one packed extra map rather than four 4K files on every block.
CC0 sources and scene pairing
Download asphalt from the Locker3d catalog. The license is CC0, so commercial levels and client site plans are allowed; read what you can and cannot do with CC0. Pair pavement with walls and roofs from the same library so the exterior shares one realism level. Extra exterior notes live on the blog.
Night shots and wet weather are where pavement materials fall apart. Keep puddles as a separate mesh or a height-driven wet mask: lower roughness and raise specularity only in the puddle, and add a slight darkening to albedo. Do not flood the whole road. Curbs, gutters, and tactile paving should use their own materials from concrete so the joint reads. In games, paint lane decals in a second UV or a decal actor; in archviz, model the paint as a thin plane with its own roughness. If you only have time for one extra pass, break the largest parking island’s UVs. That single offset does more than another 4K download.
Frequently asked questions
What resolution should I use for a road?
Use 2K for most real-time streets and site plans. Use 4K when the camera sits on the asphalt. Distant parking lots can stay at 1K if you add wear variation.
How do I stop asphalt from looking like a repeating stamp?
Match real-world scale, rotate or offset UVs per lane, mix two similar tiles, and keep cracks from lining up on a grid. Triplanar helps on terrain meshes.
Are Locker3d asphalt textures free for games?
Yes. They are CC0. You can ship them in commercial games and archviz without attribution or per-title fees.