This dirty tire tread rubber texture seamless high resolution up to 8k presents a highly authentic and detailed representation of worn rubber surfaces typically found on vehicle tires. The material is primarily composed of synthetic rubber polymers, enhanced with carbon black pigments that provide its characteristic dark tone and UV resistance. Embedded within the rubber matrix are fine mineral fillers and reinforcing fibers, which improve mechanical strength and durability. The texture captures the natural interplay between the base polymer substrate and these aggregates, resulting in a surface that exhibits realistic porosity, weathering, and dirt accumulation. The tread’s slightly rough, weathered finish displays embedded grime and dirt particles, especially concentrated in the grooves, which lend an organic, used appearance to the tire surface. These subtle discolorations and grime overlays enhance the realism by mimicking real-world tire wear and environmental exposure.
From a technical perspective, the texture is engineered to deliver exceptional physical-based rendering (PBR) fidelity across all channels. The BaseColor/Albedo maps reflect the nuanced earth-toned color shifts and dirt deposits, while the Normal and Height maps intricately capture the complex tread geometry and micro-roughness that govern light interaction and shadowing. The Roughness channel balances between matte rubber areas and semi-glossy dirt patches, providing convincing surface reflectivity variations. The Metallic channel remains near zero, consistent with the non-metallic nature of rubber materials, while the Ambient Occlusion map enhances depth perception within crevices and tread recesses, emphasizing the textured relief. Thanks to its seamless tileability and ultra-high resolution—up to 8k—this texture maintains clarity and structural consistency even when applied to large UV islands, ensuring production-ready results in high-end renders and real-time engines.
Optimized for integration with software such as Blender, Unity, and Unreal Engine, this tileable dirty tire tread rubber texture seamless high resolution up to 8k supports detailed environmental art, cinematic visualizations, and realistic level dressing. Users are advised to maintain uniform texel density and carefully adjust UV scaling when applying the texture to avoid visible repetition patterns. Additionally, fine-tuning the roughness values can simulate different levels of dirt accumulation and rubber sheen, adapting the texture’s appearance to diverse lighting conditions and enhancing visual realism. With its comprehensive 3D preview capability and AI-enhanced detailing, this seamless dirty tire tread rubber texture is an invaluable asset for projects requiring authentic rubber textures combined with natural dirt and wear effects.
The seamless dirty tire tread rubber texture, rendered in high resolution up to 8k, offers a detailed AI texture that accurately captures the complex PBR characteristics of worn, dirty rubber surfaces for realistic material composition.
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.
