This seamless 3D texture presents a highly detailed depiction of animal footprints pressed into loose soil, scattered naturally with vegetation debris such as twigs, fallen leaves, and small organic fragments. The base substrate is a granular, earthy soil with visible mineral grains and organic matter that create a complex, porous surface. Variations in soil composition and moisture content are conveyed through subtle color shifts in earth tones ranging from warm browns to muted ochres. The footprint impressions are shallow but intricately defined, showing crisp edges and subtle deformation of soil particles where the animal’s weight pressed down. The scattered vegetation debris adds an organic layer that enhances environmental realism by breaking up the soil’s continuity and introducing fibrous textures and irregular shapes. This composition mimics natural ground surfaces commonly found in wildlife habitats, forests, or natural trails, making it highly suitable for realistic nature or wildlife scenes.
From a materials perspective, the soil substrate behaves like a natural aggregate bound loosely by organic and mineral particles, reflecting moderate porosity and slight weathering effects. The surface finish is matte with a fine grainy texture, avoiding any polished or reflective qualities, which lends authenticity to the ground material. In the PBR workflow, this texture’s BaseColor (Albedo) channel captures the natural earth pigments and color variations, while the Normal map emphasizes the subtle topographical changes of the soil surface and footprint depressions. The Roughness map highlights the uneven, granular texture of loose soil and the fibrous detail of scattered vegetation debris, creating realistic diffuse reflections. The Metallic channel is nearly absent, consistent with organic, non-metallic ground materials. Ambient Occlusion enhances the shadowing within footprint edges and under debris, adding depth and a grounded feel. Finally, the Height/Displacement map provides accurate depth information for realistic parallax or displacement effects, crucial for adding tactile detail in close-up renders.
Rendered at an ultra-high 8K resolution, this seamless PBR texture ensures exceptional clarity and crispness of detail, even when viewed up close or applied to large terrain surfaces. It is fully optimized and ready for seamless integration in Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with ease. For best results in practical use, it is recommended to carefully adjust the UV scale to maintain natural footprint spacing and avoid repetitive patterns, while tuning the roughness to simulate slightly damp or dry soil conditions depending on the scene requirements. This texture is ideal for any digital environment requiring authentic animal footprints on loose soil with natural vegetation debris, enhancing visual storytelling in wildlife, outdoor, or nature-based projects.
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.
