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September 25, 2026

Asphalt 01: road asphalt for FS25, tileable in 2K to 8K

Get a push when the next FS25 mod or update is out.

Asphalt 01: road asphalt for FS25, tileable in 2K to 8K

Included from Magister up, otherwise 2.47 €. Three downloads at the same price: 27 MB in 2K, 89 MB in 4K, 280 MB in 8K. Licence: FSMW Asset License 1.0, free to use in your own maps, mods and projects, commercial work included, with credit.

⬇ Go to the texture

The Corrugated Metal 01 article ended by saying asphalt was in the works. Here it is. Asphalt 01 is road asphalt in mid grey, the way a road looks after a few summers: chips, many small pores and the odd lighter grain. One tile covers 0.6 × 0.6 m, and the grain measures about 5.6 mm. The texture opens the new Asphalt category.

No stains, on purpose

The plan was a photo source from Poly Haven. Tiling it showed stains and streaks, and they were already in the original. On a long straight road a stain like that repeats every few metres, and that is the first thing you see. We wanted a surface without stains. So Asphalt 01 is our own design: the same density across the whole tile, with no cracks, patches, oil spots or markings. We checked it over 10 × 10 m, that is 16 × 16 tiles, with no visible grid.

Four tiles of the texture side by side: grey asphalt with fine chips and small pores, the joins are invisible

This is the texture tiled two by two. The joins are invisible.

The grain stands proud

The height follows the grain: light stone chips sit on top, bitumen and pores below. For asphalt that is the right way round, because the chips stick out of the binder. The displacement is deliberately shallow at 3 mm, about half a grain.

What is in the package

Six maps per resolution: diffuse, normal in OpenGL convention, roughness, ambient occlusion, displacement as 16-bit PNG and the packed ARM. Each resolution is its own download at the same price, 27, 89 and 280 MB. The 8K is an upscale from the native 4K, and the product page says so. For DirectX engines such as Unreal, flip the green channel of the normal map. In the GIANTS Editor the maps you use get converted to DDS with the GIANTS Texture Tool, while Blender, Unity and Unreal read the JPG and PNG files directly.

Where the texture comes from

The colour map is AI-generated without a reference image, from a written description. No file from Poly Haven or anyone else is in it. The normal and AO maps follow from the height. That is why the product page carries the AI label under Art. 50 of the EU AI Act.

What it is for

Farm gateways, roads between the fields, the apron in front of the machine shed, the track into the gravel pit: anywhere in Farming Simulator 25 where heavy machines drive every day. A driveway like this belongs in front of the Carport XL V1, and where the road meets the yard, Cobblestone 01 fits.

Coming next: tell us in the forum which surface you are missing.

Get a push when the next FS25 mod or update is out.

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