This seamless 8k PBR 3D texture captures the intricate detail of footprint peeling on sun baked dry mud, showcasing a natural composition typical of arid, drought-affected terrain. The base substrate resembles compacted mineral-rich earth with a finely grained, porous structure that has undergone extensive weathering and erosion. The warm brown surface tone results from natural oxide layers and organic pigments embedded within the mud matrix, while subtle variations in color intensity reflect the uneven drying process. Footprint outlines are sharply defined by a combination of compacted soil and partially detached, flaky mud layers, illustrating the peeling effect caused by prolonged sun exposure and cracking patterns. These features contribute to a realistic surface finish that combines matte roughness with localized erosion, emphasizing the tactile quality of sun baked footprints embedded in parched ground.
In PBR terms, the BaseColor (Albedo) channel highlights the warm earthy browns with nuanced pigment distribution, accurately representing the sun baked dry mud's natural color palette. The Normal map accentuates the fine cracking and peeling relief, creating depth and tactile variation around footprint edges and eroded patches. Roughness values vary across the surface, with higher roughness on flaky, peeling areas and slightly smoother regions within the compacted mud footprint fills, enhancing realism by mimicking the natural soil texture. The Metallic channel remains near zero, consistent with the organic, non-metallic nature of the substrate. Ambient Occlusion strengthens shadow detail within cracks and crevices, while the Height (Displacement) map offers precise elevation cues for subtle parallax effects, improving visual fidelity in close-up renders.
Designed for high-resolution 3D workflows, this texture is fully seamless, enabling continuous tiling without visible repetition, essential for expansive ground surfaces in game environments or architectural visualization. Its 8k resolution ensures exceptional detail fidelity suitable for Unreal Engine, Blender, and Unity projects, delivering photorealistic dry mud surfaces with peeling footprints under intense sunlight. For optimal results, adjusting the UV scale to match the typical footprint size within your scene is recommended, along with fine-tuning the roughness channel to balance between matte dry mud and glossy cracked edges. Leveraging the Height map with parallax occlusion mapping can further enhance the three-dimensional feel of the peeling mud textures on dry ground surfaces, providing immersive realism for arid terrain modeling and environmental storytelling.
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.
