Seamless 3d texture pbr 8k splatter drip marks charcoal strokes distressed scuffed scratches grunge brush strokes free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k splatter drip marks charcoal strokes distressed scuffed scratches grunge brush strokes

IDseamless-3d-texture-pbr-8k-splatter-drip-marks-charcoal-strokes-distressed-scuffed-scratches-grunge-brush-strokes
Abstract
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D PBR texture at an impressive 8K resolution showcases a complex, layered surface reminiscent of an abstract charcoal and paint-splattered canvas. The base material suggests a coarse, fibrous substrate, similar to heavy watercolor paper or untreated canvas, providing a tactile foundation with subtle grain and porosity. Embedded within this are dynamic layers of charcoal strokes and random splatter patterns, forming an irregular, organic geometric pattern that flows continuously across the surface. The distressed areas reveal scuffed and scratched details, implying weathering and wear, which contribute to the overall grunge aesthetic. These elements combine to create a visually rich texture with depth and character, suitable for high-fidelity rendering environments.

The composition can be interpreted as pigment-rich charcoal and paint residues dispersed unevenly over a fibrous matrix bonded by natural adhesives or acrylic mediums. The charcoal strokes appear dense and matte, with visible grain and pressure variation, while the splatter and drip marks introduce semi-translucent layers of pigment with irregular thickness and drying effects. The distressed and scuffed regions expose subtle abrasions and micro-scratches, enhancing surface complexity and suggesting a tactile roughness. Colorants primarily consist of deep blacks and muted grays from the charcoal, contrasted by softer grayish-white splatters and occasional hints of faded pigments, all contributing to the BaseColor (Albedo) channel. The Normal and Height maps capture the raised brush strokes and depressions of dried drips, generating believable surface relief and shadowing.

In the PBR workflow, the Roughness map emphasizes the contrast between matte charcoal strokes and slightly glossier paint drips, allowing nuanced light scattering and reflection behavior. The Metallic channel remains minimal or zero, as the materials are organic and non-metallic. Ambient Occlusion enhances the perception of depth in recessed areas such as cracks and scratches, reinforcing the distressed effect. The Height or Displacement map accurately conveys the unevenness caused by layered brush strokes and accumulated pigment, enabling realistic parallax effects and physical surface interaction in real-time engines.

This texture is fully optimized for use in Blender, Unreal Engine, and Unity, ensuring seamless tiling and high detail retention even at close inspection due to its 8K resolution. For practical application, it is advisable to adjust the UV scale carefully to maintain the natural scale of brush marks and splatters, avoiding repetition artifacts. Additionally, tuning the Roughness channel can help balance the matte and slightly glossy areas to match specific lighting conditions, while blending normal and height maps can enhance the illusion of depth without excessive geometry.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.