This worn matte paint texture seamless high resolution up to 8ktexture is a meticulously crafted material designed to authentically represent paint-coating surfaces in 3D environments. The texture simulates a durable polymer or mineral-based paint layer applied over solid substrates such as metal or wood, capturing the natural aging and weathering processes that occur over time. Its matte finish arises from finely dispersed pigment particles embedded within a binder matrix, creating a soft, non-reflective surface with low gloss. The subtle surface roughness, microscopic porosity, and scattered micro-aggregates are visible through delicate weathering effects and micro-scratches, delivering a tactile realism that enhances visual depth and authenticity in professional renders and simulations.
In terms of material composition, this seamless worn matte paint texture seamless high resolution up to 8k incorporates mineral pigments and organic colorants, which provide a muted, consistent tone visible in the BaseColor/Albedo channel. The Normal and Height/Displacement maps emphasize the fine surface imperfections and depth variations caused by wear, such as slight abrasions and textured grain orientation resulting from the polymer or mineral binder interacting with underlying substrates. The Roughness map controls the soft, diffuse reflection characteristic of matte finishes, maintaining an even, low-gloss appearance, while the Metallic channel remains minimal or zero, underscoring the non-metallic nature of the paint-coating. Ambient Occlusion subtly enhances shadows within crevices and worn areas, further amplifying the surface detail and depth perception.
Thanks to its tileable design and ultra-high resolution up to 8K, this ai texture worn matte paint texture seamless high resolution up to 8k is ideal for use in demanding projects such as architectural visualizations, immersive game environments, detailed product mockups, and intricate interior staging. It ensures consistent, sharp detail across extensive surfaces without visible seams or repetition artifacts. Fully compatible with major 3D software including Blender, Unreal Engine, and Unity, it integrates smoothly into existing workflows, facilitating rapid setup and customization. For optimal results, it is recommended to maintain consistent UV scaling across models to avoid distortion, and to subtly adjust the Roughness map to simulate varying degrees of surface wear—from gentle fading to more pronounced abrasion—enhancing material realism and adaptability in diverse contexts.
This tileable worn matte paint texture features seamless paint-coating textures with a high resolution up to 8k, providing a detailed 3D preview for accurate PBR material representation.
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.
