This dirty patterned carpet texture seamless high resolution up to 8ktexture represents a meticulously crafted textile surface, combining organic fibers woven with synthetic binders to achieve durability and realistic wear. The base substrate mimics a blend of natural wool and polymer threads, offering a slightly coarse yet resilient fabric feel. Fine aggregates within the weave emulate dirt and grime accumulation, enhancing the weathered appearance typical of high-traffic flooring. The pattern’s intricate design incorporates subtle colorants—earthy pigments and muted dyes that create a layered, aged effect, while slight discoloration and staining reflect natural use and environmental exposure. The surface finish appears matte with gentle fiber fuzziness, contributing to a tactile authenticity that avoids overly polished or synthetic looks. This texture’s porosity and fiber orientation are subtly represented, suggesting a low-reflectivity material with varied roughness and depth throughout the pattern.
In PBR workflows, the BaseColor/Albedo channel captures the nuanced pigmentation and dirt overlays, delivering a richly detailed carpet hue that preserves the pattern’s complexity. The Normal map emphasizes fiber grain and surface irregularities, providing depth and tactile realism without excessive bumpiness. Roughness values fluctuate to simulate worn, flattened fibers contrasted with rougher, dirtier patches, enhancing light diffusion and visual interest. The Metallic channel remains minimal or null, consistent with the organic, non-metallic nature of carpet fibers. Ambient Occlusion adds subtle shadowing within the weave and pattern recesses, boosting depth perception. Finally, the Height/Displacement map supplies fine elevation data, ideal for parallax effects or subtle relief to further highlight the texture’s fabric structure and grime accumulation.
Designed for seamless tiling, this tileable dirty patterned carpet texture seamless high resolution up to 8k integrates effortlessly into 3D environments, allowing expansive coverage without visible seams or repetition artifacts. Its high resolution up to 8k ensures crisp detail retention even on large-scale surfaces, making it an excellent choice for architectural visualization, environment art, and concept prototyping. The texture is fully optimized for immediate use in Blender, Unity, and Unreal Engine, streamlining your iteration loop and enhancing look development workflows. For optimal results, it is advisable to maintain consistent texel density across all assets and to carefully adjust UV scale to prevent pattern stretching. Additionally, fine-tuning roughness can help balance the worn and clean areas, ensuring the carpet’s surface reacts realistically under varying lighting conditions.
This seamless dirty patterned carpet texture seamless high resolution up to 8k offers a highly detailed AI texture dirty patterned carpet texture seamless high resolution up to 8k with realistic carpet textures and an accurate 3D preview for precise material visualization.
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)
- Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
- Create a material and select the Principled BSDF node.
- 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.
- Add AO and Height using the “Manual wiring” steps below (5 and 6).
Manual wiring (full control)
- Create a material (Material Properties → New) and open the Shader Editor.
- Add an Image Texture node for each map. Set Color Space:
- Albedo → sRGB
- AO, Roughness, Metallic, Normal, Height, ORM → Non-Color
- Connect to Principled BSDF:
albedo
→ Base Color
roughness
→ Roughness
metallic
→ Metallic (for wood this often stays near 0)
normal
→ Normal Map node (Type: Tangent Space) → Normal of Principled.
If details look “inverted”, enable Invert Y on the Normal Map node.
- 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).
- Height / Displacement:
Cycles — true displacement
- Material Properties → Settings → Displacement: Displacement and Bump.
- Add a Displacement node: connect
height
→ Height, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
- Output of Displacement → Material Output → Displacement.
- Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
Eevee (or lightweight Cycles) — bump only
- Add a Bump node:
height
→ Height.
- 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
:
- Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
- R (red) → AO (use it in the Multiply node with albedo as above).
- G (green) → Roughness of Principled.
- B (blue) → Metallic of Principled.
UVs & seamless tiling
- These textures are seamless. If your mesh has no UVs, go to UV Editing → Smart UV Project.
- 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.
