Seamless 3d texture pbr 8k crocodile scales scaly skin armored hide horny plates rough scales pitted skin reptile skin free download

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

Preview — Seamless 3d texture pbr 8k crocodile scales scaly skin armored hide horny plates rough scales pitted skin reptile skin

IDseamless-3d-texture-pbr-8k-crocodile-scales-scaly-skin-armored-hide-horny-plates-rough-scales-pitted-skin-reptile-skin
Animal skin
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 8K PBR texture captures the intricate surface of crocodile skin, characterized by its distinctive armored hide composed of overlapping horny plates and rough, pitted scales. The material’s base is a dense keratinous substrate, forming a rigid yet somewhat flexible exoskeletal layer that provides protection and durability. The scales exhibit a natural geometric arrangement of irregular polygonal shapes, tightly interlocked like natural tiles, with subtle variations in height and depth that contribute to the skin’s rugged, tactile form. This organic pattern creates a complex 3D relief that enhances the realism of any reptilian model or environment.

The texture’s composition reflects multiple layers: beneath the keratinous plates lies a fibrous dermal matrix that influences the overall toughness and slight elasticity. The surface finish is matte to semi-gloss, with a roughness that varies across the scales—some areas appear worn and weathered, showing micro-pitting and subtle abrasions, while others retain a smoother, more polished appearance. Pigmentation is natural and muted, featuring earthy greens, browns, and grays with subtle tonal shifts that simulate biological pigmentation and environmental effects such as dirt or moisture. These color variations are accurately represented in the BaseColor (Albedo) map, providing depth and authenticity without artificial saturation.

The texture’s Normal and Height maps convey the pronounced relief of the horny plates and interstitial skin grooves, enabling detailed light interaction and realistic shadowing in 3D environments. The Roughness map captures the heterogeneous surface finish, from coarse, matte scales to smoother transitional areas, enhancing the tactile feel under different lighting conditions. The Metallic channel remains near zero, consistent with organic, non-metallic materials, while the Ambient Occlusion map accentuates the crevices between scales, adding natural depth and volume. This comprehensive PBR setup ensures high fidelity and physical accuracy in engines such as Blender, Unreal Engine, and Unity.

Designed for seamless tiling, this texture facilitates large-scale application without noticeable repetition, suitable for close-up shots or extensive environmental surfaces. The 8K resolution ensures exceptional detail, allowing fine-scale features like micro-pits and subtle surface imperfections to remain visible even under extreme scrutiny. For practical use, adjusting the UV scale can help balance the perceived scale of the scales to match specific models, while fine-tuning the roughness map can simulate varying wetness or dryness of the skin. Additionally, blending height and normal maps can optimize parallax effects, enhancing the perceived depth and realism 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.