The Dirty Matte Paint Texture Seamless high resolution up to 8ktexture is crafted to replicate a weathered paint-coating surface with exceptional fidelity. Its base substrate resembles a polymer or mineral composite, providing a sturdy yet slightly porous foundation that evokes authentic wear and subtle surface irregularities. The matte finish is achieved through finely balanced binders and pigments that diffuse light softly, avoiding gloss while preserving a natural, muted color palette. Aggregates and microfibers embedded within the coating lend a tactile grain orientation visible in micro-scratches and abrasion marks, conveying realistic age and usage. This carefully engineered composition results in a paint surface that is neither polished nor shiny but distinctly matte, with a rich interplay of subtle dirt accumulation and textured roughness that enhances visual depth and realism.
In physically based rendering workflows, this tileable dirty matte paint texture seamless high resolution up to 8k excels by delivering clean and stable mapping across all PBR channels. The BaseColor or Albedo map captures the nuanced pigment variations and dirt deposits, while the Normal map encodes fine surface undulations and scratches that influence light interaction. The Roughness channel is calibrated to maintain a soft, diffuse reflection typical of matte paint, avoiding specular highlights but preserving detailed shading contrasts. The Metallic map is minimal or null, reflecting the non-metallic nature of the paint surface. Ambient Occlusion enhances shadowing in recessed or worn areas, adding realism to crevices and edges. Height or Displacement maps subtly emphasize surface depth and wear patterns, ideal for parallax effects or micro-relief enhancements in 3D environments. Optimized at up to 8k resolution, this texture is perfectly suited for high-quality cinematic renders, real-time scenes, and level dressing in Blender, Unreal Engine, and Unity.
For best results, maintain consistent texel density when applying this dirty matte paint texture seamless high resolution up to 8k to 3D models, ensuring the pattern scales naturally without distortion or stretching. Adjusting the Roughness input can fine-tune the matte appearance depending on lighting and scene requirements. Additionally, leveraging the Height map in parallax or displacement workflows can significantly enhance the perception of depth and surface complexity, especially on close-up views or architectural visualizations. This texture’s seamless tiling capability guarantees predictable and repeatable results across large surfaces, making it a versatile asset for material studies and realistic paint-coating simulations. Its balance of clarity, stability, and subtle weathering artifacts sets it apart from many auto-generated textures, providing a dependable foundation for diverse creative projects.
This AI-generated dirty matte paint texture offers a seamless, high-resolution up to 8k paint-coating texture with accurate PBR appearance and includes a detailed 3D preview for precise material evaluation.
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.
