Variety

Urban Material Pack

Urban Material Pack holds 41 PBR materials at 2048x2048, with adjustable tiling, glass opacity, 3-way vertex instances, and wave-animated asphalt puddles.

Urban Material PackVariety

Resource overview

Walls, ground surfaces, window assemblies, and tile surfaces can all draw from one 41-material library. Urban Material Pack collects urban and downtown surfaces as PBR materials at 2048x2048, and each material includes base color, normal, roughness, and a combined AO/height map. Brick, concrete, cobblestone and pavement, plaster, metal, wood, tile, window glass, window frames, and asphalt cover the surface roles a downtown scene tends to need.

41 materials across brick, concrete, tile, and glass

The texture breakdown gives the pack its shape: 1 asphalt, 8 brick, 2 cobblestone or pavement, 6 concrete, 14 tile, 2 window glass, 2 window frame, 2 plaster, 3 metal, and 4 wood. Tile carries the largest count, brick follows at 8, and concrete sits at 6. The smaller groups are specific: glass and frames for windows, plaster for wall finishes, metal and wood for the remaining hard surfaces, and a single asphalt material for ground.

  • 1 asphalt
  • 8 brick
  • 2 cobblestone or pavement
  • 6 concrete
  • 14 tile
  • 2 window glass
  • 2 window frame
  • 2 plaster
  • 3 metal
  • 4 wood

The breakdown matters when planning a scene. A downtown block can lean on tile for patterned surfaces, brick for walls, concrete for structural surfaces, and the window categories for glazing and frames. Asphalt, plaster, metal, and wood fill the rest, with asphalt taking the dedicated ground role.

2048x2048 maps with a combined AO/height pass

Resolution is 2048x2048 across the set. Each material includes a base color map, a normal map, roughness, and a combined AO/height map. Base color, normal, and roughness stand as their own maps; ambient occlusion and height arrive together in one combined map.

The map set is consistent from asphalt to wood, which keeps surface construction predictable when materials from different categories meet in the same scene. A brick wall, a concrete panel, and a tile floor all carry the same map types at the same resolution. The combined AO/height map is one of the listed map slots; it does not replace the normal, roughness, or base color maps.

Tiling, rotation, normal intensity, AO power, and roughness intensity

Each material instance exposes texture tiling, texture rotation, normal intensity, AO power, and roughness intensity. Those controls let a surface change scale, orientation, normal strength, occlusion strength, and roughness at the instance level. A brick material can be tiled at a different scale or rotated; a concrete material can take a stronger or weaker normal; AO power and roughness intensity adjust the surface response without changing the base maps.

Every material instance includes those controls, so repeated surfaces can be adjusted individually while the same underlying material stays in use.

Glass opacity and distance-based tessellation fades

Glass material instances include adjustable opacity. Distance-based tessellation material instances include adjustable tessellation and displacement start and end fade. The start and end fade controls set where tessellation and displacement begin and end across distance, and the controls sit on the instances themselves.

Paintable cracks and wave-animated puddles on the asphalt

The asphalt ground material supports paintable cracks and water puddles with wave animation. Wave tiling, wave speed, and wave intensity are adjustable. The cracks can be painted into the asphalt surface, and the puddles animate with waves rather than staying as a fixed patch. Asphalt is the only ground material in the texture breakdown, so this single entry carries the set's dedicated road and ground variation.

3-way vertex instances and the downtown surface mix

The set includes 3-way vertex material instances alongside the standard material instances, glass instances, and distance-based tessellation instances. A downtown block can combine asphalt for ground, cobblestone or pavement for walking surfaces, brick and concrete for walls, plaster for wall finishes, window glass and frames for openings, and metal, wood, and tile for the remaining surfaces. Those categories come from the same 41-material library, with instance-level tiling and rotation available for repeated surfaces.

For architectural work, the categories apply to building surfaces, ground treatments, and window assemblies. Game environments can use the same mix for an urban downtown setting. The 3-way vertex instances are a separate option from the standard material instances, giving the pack a different material setup to call on when the surface mix requires it.

Who gets the most from Urban Material Pack

Environment artists building a downtown block, architectural teams producing urban building surfaces, and game or architectural projects that need a broad surface library will find the most use here. The concrete scope is 41 urban and downtown PBR materials at 2048x2048, with base color, normal, roughness, and combined AO/height maps.

Material instances carry tiling, rotation, normal intensity, AO power, and roughness intensity; glass instances add opacity; distance-based tessellation instances add tessellation and displacement start and end fade; 3-way vertex instances are included; and the asphalt material adds paintable cracks plus wave-animated puddles with adjustable wave tiling, speed, and intensity. Teams weighing it for a downtown scene can check those surface categories and instance controls against the work in front of them.

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