The Peek Engineering Plastic texture is a highly detailed, seamless tileable surface meticulously crafted to replicate the characteristic polymer base substrate found in engineering-grade plastics. This texture accurately depicts a uniform composition enriched with subtle embedded fillers and additives that enhance the material’s mechanical strength and durability. Its surface finish mimics a finely machined, slightly matte plastic with minimal porosity and carefully oriented grain, resulting in a clean yet tactile appearance. The colorants are carefully blended pigments that produce a consistent, neutral tone, naturally reflected in the BaseColor (Albedo) map. This engineered plastic surface conveys an authentic look that balances precision with subtle textural complexity, making it ideal for technical applications requiring high fidelity and realism.
In terms of PBR workflows, the texture’s Normal map captures micro-surface details and faint tooling marks, adding depth and dimension without overpowering the smooth engineered finish. The Roughness channel provides a semi-matte balance that diffuses light realistically, breaking up reflections to simulate the true behavior of plastic surfaces under varied lighting conditions. The Metallic channel remains minimal, reflecting the inherently non-metallic nature of the polymer substrate. Ambient Occlusion enhances the perception of subtle shadows around microscopic crevices, increasing visual depth, while the Height/Displacement map introduces delicate surface relief, emphasizing the engineered texture without compromising the material’s clean and precise look. This combination of channels ensures the Peek Engineering Plastic texture maintains consistent detail and fidelity when tiled across large surfaces, free from visible seams or repetitive artifacts.
This tileable Peek Engineering Plastic asset is optimized at up to 8K resolution, delivering crisp clarity and seamless integration across major 3D platforms such as Blender, Unreal Engine, and Unity. Its high-resolution maps support real-time 3D preview workflows, enabling artists and designers to evaluate the material’s authentic response to light and shadow within their projects. For best results, adjusting the UV scale to match your model’s dimensions helps maintain appropriate texture density and detail level. Additionally, slightly increasing the Roughness value can mitigate overly sharp reflections, enhancing realism for surfaces exposed to diverse lighting environments. Using the Height or Displacement map at moderate intensity further enriches the visual complexity by providing subtle surface depth, reinforcing the signature engineered precision of this plastic texture.
The seamless peek engineering plastic features an AI texture that accurately replicates the material's plastic textures, providing a realistic PBR appearance for technical applications.
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.
