The dirty glossy paint texture seamless high resolution up to 8ktexture is expertly designed to replicate the intricate characteristics of a paint-coated surface that combines both grime accumulation and a glossy finish. This texture simulates a base substrate commonly made of polymer or metal panels, which are coated with multiple layers of pigmented binders and adhesives. These layers form a durable yet imperfect surface, enriched with embedded aggregates and subtle fiber orientations within the paint layer that contribute to its textured depth. Natural wear, weathering, and microscopic porosity introduce realistic contaminant buildup and surface irregularities, resulting in a tactile material where the glossy topcoat dynamically interacts with light but is interrupted by patches of dirt and fine imperfections. The colorants involve carefully balanced pigments and oxide layers, producing nuanced hues that enhance the authenticity of the dirty glossy effect without compromising the material’s reflective properties.
This seamless dirty glossy paint texture seamless high resolution up to 8k is meticulously mapped across all essential PBR channels to maximize realism and versatility in 3D preview applications. The BaseColor/Albedo channel captures the complex pigment distribution and grime staining, providing the primary visual detail of the surface. Fine surface bumps, scratches, and dust deposits are defined in the Normal map, adding dimensionality and tactile variation. The Roughness map expertly balances the glossy sheen with areas of matte diffusion caused by accumulated dirt, enhancing the natural variation in reflectivity across the surface. Metallic values are kept low to reflect the non-metallic nature of typical paint-coated polymer or metal substrates. Ambient Occlusion introduces subtle shading in crevices and weathered regions, emphasizing depth and realism, while the Height/Displacement channel delivers accurate surface relief for enhanced parallax effects and silhouette detail. Optimized for seamless tiling, this tileable dirty glossy paint texture seamless high resolution up to 8k ensures flawless repetition over large surfaces without visible seams or distortion.
Optimized for smooth integration into popular 3D workflows, this ai texture dirty glossy paint texture seamless high resolution up to 8k performs exceptionally well within Blender, Unreal Engine, and Unity environments. With its high resolution up to 8k, it ensures that even the smallest surface details remain crisp and clear on large-scale models or close-up 3D previews. To achieve the best results, it is recommended to carefully adjust the UV scale to maintain the appropriate balance between detail density and overall pattern coherence, especially when applying the texture to models of varying sizes. Additionally, fine-tuning the roughness and height parameters in response to specific lighting conditions will enhance the natural interplay between light and the textured glossy paint surface, grounding the material realistically within dynamic 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.
