This seamless 3D texture in ultra-high 8K resolution meticulously depicts blood splatter and dried blood stains layered over a grimy, weathered surface that conveys a hauntingly realistic appearance. The base substrate resembles aged metal or oxidized ceramic, featuring subtle rust and corrosion marks that add natural variation and depth to the composition. Fine particulate grime and organic debris are integrated into the texture’s microstructure, simulating porous surfaces where viscous blood has adhered and dried unevenly. The blood’s binders and adhesive qualities are evident in the sticky, congealed patches, while scattered wet blood accents create a dynamic contrast against the matte, dried stains. Deep red pigment layers and oxide-based colorants combine to produce rich, natural color variation throughout the Albedo channel, enhancing the disturbing and visceral quality of the material.
In the PBR workflow, the Normal map captures the intricate topography of blood droplets and dried crusts, generating realistic depth and surface irregularities. The Roughness map varies from glossy wet blood areas to rough, desiccated patches, accurately reflecting the material’s changing surface finish—ranging from slick and sticky to coarse and weathered. The Metallic channel remains minimal, as the texture simulates organic matter on non-metallic substrates, while Ambient Occlusion enhances shadowing around blood clots and grime accumulations, adding to the immersive visual complexity. Height and Displacement maps emphasize the raised splatter shapes and recessed cracks in dried blood stains, allowing for enhanced parallax effects in real-time rendering. This texture is optimized and Unreal, Blender, and Unity ready, ensuring seamless integration into horror-themed game assets, Halloween decorations, or gore effects in 3D projects.
For practical application, adjusting the UV scale can dramatically influence the perceived blood splatter size, allowing artists to fine-tune the texture’s impact within their scenes. Additionally, tweaking roughness values can help balance the wet and dried blood contrasts to suit different lighting conditions or storytelling needs. This Blood Splatter Seamless 3D Texture PBR 8K asset offers a versatile and highly detailed resource for creating authentic and unsettling horror visuals, enhancing any violent or haunted environment with unmatched realism and material fidelity.
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.
