This seamless 8k PBR 3D texture presents a highly detailed surface of compacted soil embedded with overlapping animal paw prints, capturing the natural sequence and depth variations of footprints left by wildlife. The base substrate mimics organic earth, featuring fine mineral grains and subtle soil compression that create realistic porosity and surface irregularities. Earth tones ranging from medium brown to dark brown pigments define the texture’s rich color palette, while slight variations in soil density and moisture content are implied through nuanced color shifts and shading. The footprint impressions are emphasized by visible surface compression and subtle displacement in the soil, with realistic outlines and fills that reflect how animal paws press into soft ground, creating overlapping layers of prints in a natural pattern.
In terms of PBR material channels, the BaseColor/Albedo map delivers authentic earth hues blended with darker shades where paw prints overlap, enhancing the natural contrast between soil and footprint impressions. The Normal map captures the fine surface details of compressed soil and paw pad ridges, contributing to realistic light interaction. Roughness values vary subtly across the surface to simulate the different granular textures of dry soil and compacted footprints, avoiding uniform glossiness. The Metallic channel remains near zero, as soil and organic material have no metal content. Ambient Occlusion highlights the depth and overlap of paw prints, adding realistic shadowing in crevices and footprints edges. Height and Displacement maps provide precise depth information, allowing for convincing relief and parallax effects when implemented in 3D engines.
Rendered at ultra-high 8k resolution, this texture is optimized for seamless tiling, ensuring expansive ground coverage without visible repetition, making it highly suitable for photorealistic forest floor, wildlife habitats, and natural terrain scenes in Blender, Unreal Engine, and Unity projects. The texture’s PBR workflow compatibility guarantees accurate material response under diverse lighting conditions, enhancing immersion in both real-time and offline renders. For practical usage, adjusting the UV scale to match the intended footprint size and fine-tuning the roughness map can help achieve the desired level of soil reflectivity and natural wear, while careful application of the height map can enhance parallax and depth perception in close-up views. This makes the texture an excellent resource for game developers, visual effects artists, and 3D environment designers seeking realistic soil footprints featuring overlapping paw prints in their scenes.
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.
