The Matte Matte Paint Texture Seamless high resolution up to 8k is a finely crafted digital surface texture designed to replicate the subtle complexity of a polymer-based paint coating applied over a smooth mineral or metal substrate. This texture combines a carefully formulated composition of microscopic pigment particles uniformly dispersed within an organic binder matrix, enhanced by subtle organic fillers that contribute to its natural appearance. The resulting matte finish is achieved through precise control of surface roughness and minimal gloss, creating a characteristic low reflectivity that softly diffuses light across the surface. Slight porosity and gentle weathering effects add to the realism, evoking the tactile feel of a naturally aged paint layer. Grain orientation is meticulously aligned within the binder, ensuring smooth texture flow and seamless repetition without distortion, making it ideal for expansive digital surfaces.
In physically based rendering (PBR) workflows, this seamless matte matte paint texture up to 8k resolution exhibits distinct channel properties that faithfully reproduce its material qualities. The BaseColor channel features a muted, uniform tone reflecting finely ground pigments, while the Normal map captures delicate surface undulations and micro-roughness that break up direct reflections for enhanced realism. The Roughness map maintains moderate values to preserve the soft matte finish without introducing unwanted shine, and the Metallic channel stays near zero, consistent with the non-metallic nature of the paint coating. Ambient Occlusion subtly enriches crevices and texture depth, while the Height or Displacement map provides gentle surface variations, enabling realistic light interaction and subtle parallax effects. These combined attributes support natural, believable visualization suitable for architectural rendering, game environments, product mockups, and interior staging.
Rendered in ultra-high resolution up to 8k, this tileable matte matte paint texture seamless high resolution up to 8k ensures exceptional detail and sharpness even under close inspection. It integrates seamlessly with major 3D software such as Blender, Unreal Engine, and Unity, streamlining material setup and workflow efficiency. For optimal results, adjusting the UV scale to match your project’s surface dimensions helps maintain proportionate texture detail, while fine-tuning the roughness parameter can enhance the soft matte effect under various lighting conditions. Incorporating a subtle ambient occlusion pass alongside a gentle normal map variation further enriches surface breakup without adding harshness, providing an authentic, handcrafted feel. This AI texture with 3D preview capability is an excellent choice for realistic paint-coating textures in high-fidelity PBR material workflows.
The seamless matte paint texture features a high resolution up to 8k, providing an AI-generated, realistic matte finish ideal for PBR materials requiring detailed and consistent surface quality.
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.
