The worn polyethylene texture seamless high resolution up to 8k captures the distinctive characteristics of aged polymer surfaces commonly found in plastic materials exposed to environmental wear and tear. This texture simulates the polymer base substrate, showcasing micro-scratches, subtle abrasions, and a slightly weathered finish that reflects the natural degradation of polyethylene over time. The surface reflects a combination of matte and semi-gloss finishes, influenced by the original plastic’s binder and pigment composition, which often includes synthetic dyes and stabilizers that affect color saturation and UV resistance. The texture’s fine grain orientation and micro-porosity are evident in the Normal and Height maps, providing realistic depth and tactile variation critical for photorealistic renders and real-time applications.
From a physically based rendering (PBR) perspective, this worn polyethylene texture seamless high resolution up to 8k excels in offering a full suite of material channels designed for accurate shading and lighting interaction. The BaseColor/Albedo map presents muted, slightly faded tones typical of weathered plastic, while the Normal map enhances the perception of surface irregularities such as scratches and dents. The Roughness map balances areas of smooth wear with rough patches caused by abrasion, creating natural light diffusion. The Metallic channel remains minimal or zero, reflecting polyethylene’s non-metallic nature. Ambient Occlusion adds subtle shadowing in crevices to enhance depth, and the Height/Displacement map delivers convincing surface relief for advanced parallax or displacement effects, essential for cinematic quality or detailed level dressing.
This tileable worn polyethylene texture seamless high resolution up to 8k is optimized for seamless repetition across large surfaces, maintaining structural consistency without visible seams or pattern breaks. It works out-of-the-box with major platforms such as Blender, Unreal Engine, and Unity, facilitating a streamlined iterative workflow. For optimal results, it is recommended to match texel density across multiple assets to preserve uniform detail and avoid texture stretching. Adjusting the roughness slightly can help simulate different wear stages, while careful UV scaling ensures the pattern remains natural and proportionate in 3D scenes. Its high resolution, up to 8192 x 8192 pixels, guarantees exceptional detail and sharpness even on close-up views or large-scale renderings, making it a versatile choice for realistic plastic textures in both real-time and offline rendering pipelines.
The worn polyethylene texture seamless high resolution up to 8k offers a detailed PBR appearance with an ai texture integration and 3D preview for accurate material visualization.
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.
