This seamless 3D texture in stunning 8K resolution captures the intricate details of tire tracks with deep impressions embedded in compacted soil ground. The base substrate features densely packed mineral-rich soil particles compressed by repeated tire pressure, exhibiting a natural balance of organic matter and fine aggregates. This creates a rugged yet cohesive surface characterized by subtle soil displacement and high porosity variations. The surface finish reflects a weathered, matte appearance with natural colorants ranging from earthy browns to muted grays, replicating the true tonal depth of compacted ground. These compositional elements translate effectively into the PBR workflow, with the BaseColor channel showcasing rich soil hues and tread patterns, while the Normal and Height maps emphasize the sharp, high-contrast outlines of the tire tread impressions and the uneven terrain relief.
The Roughness map highlights the soil’s varying texture, from smooth pressed areas within the footprint to rougher, displaced soil edges surrounding the tracks, enhancing photorealistic wear and surface interaction. The Ambient Occlusion channel improves depth perception in crevices and depressions formed by the tire tread, adding natural shadowing that enhances realism. As this texture represents organic mineral soil with negligible metallic content, the Metallic map remains neutral, focusing instead on accurate light diffusion and scattering characteristics typical of earth surfaces. Designed to be Unreal and Blender ready, this PBR texture integrates seamlessly into automotive and off-road environment designs, providing a rugged terrain model with authentic tire track details and precise depth information critical for realistic ground surfaces.
For practical application, adjusting the UV scale to match the vehicle tire’s real-world dimensions ensures the tread patterns maintain correct proportion and impact, while fine-tuning the roughness map can simulate varying moisture levels or soil compaction states. This texture excels in projects requiring high-fidelity off-road terrain modeling, game environments, or automotive visualization where detailed ground interaction and textural realism are paramount. Its high-resolution 8K detail supports close-up examination without pixelation, making it ideal for next-gen rendering workflows in Unity, Unreal Engine, and Blender. Overall, this tire tracks texture offers a comprehensive material solution portraying the complex interplay of compacted soil composition and tire imprint depth with photorealistic precision.
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.
