This high resolution peeling paint texture seamless high resolution up to 8k offers an exceptionally detailed and realistic representation of weathered paint layers on a durable base substrate, typically metal or wood. The texture reveals the intricate interplay between the paint-coating’s polymer binders and mineral-based pigments, which have fractured and lifted due to natural aging and environmental exposure. Fine cracks and peeling flakes expose the underlying surface, while subtle variations in porosity and grain orientation add depth and authenticity. The surface finish captures a matte to semi-gloss effect with areas of oxidization and wear, reflected through carefully balanced colorants including oxide layers and faded dyes, conveying a convincingly aged, distressed look suitable for a wide range of 3D materials and environments.
Rendered across PBR channels, this tileable high resolution peeling paint texture seamless high resolution up to 8k excels in delivering micro-detail and structural consistency. The BaseColor/Albedo channel vividly portrays the nuanced color shifts between intact paint and exposed substrate. Normal maps highlight the peeling edges and surface irregularities, enhancing tactile realism. Roughness maps accurately simulate the contrast between smooth painted areas and rough, chipped sections, while Metallic maps remain minimal or null, reflecting the non-metallic nature of the paint layer. Ambient Occlusion adds subtle shadowing within crevices to emphasize depth, and Height/Displacement maps provide fine surface relief, enabling realistic parallax effects that respond naturally to lighting and viewing angles.
Optimized for seamless tiling and high resolution up to 8k, this ai texture high resolution peeling paint texture seamless high resolution up to 8k integrates effortlessly into Blender, Unreal Engine, and Unity workflows, ensuring rapid iteration cycles and high fidelity renders. Its clean, repeatable pattern scales elegantly across large surfaces without visible seams, making it ideal for real-time scenes, cinematic renders, level dressing, and detailed material studies. For best results, adjust UV scale moderately to avoid pattern repetition and fine-tune roughness to balance between weathered matte patches and slight gloss on intact paint. Incorporating a subtle ambient occlusion layer and a light normal pass can further enhance surface breakup without oversharpening, providing a production-ready, convincing paint-coating texture for your 3D projects.
This seamless high resolution peeling paint texture offers up to 8k detail with realistic paint-coating textures and a 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.
