Seamless 3d texture pbr 8k cracked skin wrinkled skin pitted skin leathery skin thick skin rough hide scaly skin reptile skin free download

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

Preview — Seamless 3d texture pbr 8k cracked skin wrinkled skin pitted skin leathery skin thick skin rough hide scaly skin reptile skin

IDseamless-3d-texture-pbr-8k-cracked-skin-wrinkled-skin-pitted-skin-leathery-skin-thick-skin-rough-hide-scaly-skin-reptile-skin
Animal skin
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture captures the intricate details of cracked, wrinkled, and pitted leathery skin combined with thick, rough hide and scaly reptile skin characteristics. The base material simulates a dense, fibrous dermal substrate typical of aged reptilian or animal hide, exhibiting complex surface geometry formed by overlapping scales and deep crevices. The geometric pattern is irregular but consistent, with natural folds and scales creating a visually rich tapestry of ridges and valleys. The surface finish appears weathered and matte, reflecting the natural roughness and wear that occurs over time due to environmental exposure and biological aging.

The composition suggests a layered structure where a tough collagen fiber matrix serves as the primary structural component, providing thickness and durability. Embedded within this substrate are fine grain aggregates and pits that represent natural porosity and damage, enhancing realism. The skin’s leathery quality arises from a combination of tightly woven fibers and surface oils or keratinized layers, simulated through subtle variations in roughness and normal map intensity. Colorants mimic natural pigmentation with muted, earthy tones ranging from desaturated browns to grays, adding depth and organic variation. The pitted and cracked details are accentuated by displacement and height maps, creating convincing depth that interacts realistically with lighting and shadows.

In PBR terms, the BaseColor (Albedo) channel conveys the nuanced pigmentation and mottled surface tones without baked-in lighting information, allowing dynamic light response. The Normal map captures fine wrinkles, scales, and cracks, translating the complex surface relief into shading details that enhance surface complexity. Roughness maps define the matte, non-reflective qualities of the leathery hide, with higher roughness values in the cracked and pitted areas to simulate uneven light scattering. The Metallic channel remains near zero, consistent with organic skin materials. Ambient Occlusion maps deepen crevices and folds, improving visual depth and realism, while the Height/Displacement map provides subtle but effective geometric variation for parallax or tessellation use.

This texture is optimized for high-fidelity applications in Blender, Unreal Engine, and Unity, supporting detailed close-up renders and real-time environments thanks to its 8K resolution. For best results, it is recommended to adjust the UV scale to maintain the balance between the large-scale wrinkles and fine-scale pitting, ensuring the natural form is preserved without pixelation. Additionally, tuning roughness values can help adapt the material from dry, weathered skin to slightly more hydrated or oily surfaces. Careful blending of height and normal maps can enhance the illusion of depth without overloading tessellation, maintaining performance while delivering photorealistic surface detail.

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.