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

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

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

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

This seamless 8K PBR texture presents a detailed representation of thick, leathery animal skin characterized by pronounced wrinkles, deep cracks, and a rough, pitted hide. The base material closely mimics a dense dermal substrate composed of tightly interwoven collagen fibers, providing structural rigidity and natural flexibility. The surface complexity arises from layered skin folds and weathered imperfections, creating a rugged geometric pattern that resembles organic tessellations formed through aging and environmental exposure. This results in a tactile form with varied porosity and subtle depressions distributed unevenly, enhancing the realism of the texture’s ruggedness and thickness.

The composition of the skin texture reflects natural biological elements: the substrate simulates collagenous fibers bound by elastin-like proteins, which contribute to the thick and resilient feel. Surface aggregates include fine grain-like pitting and cracked crevices, emulating the wear and tear seen in aged animal hides or reptilian skins. The finish is matte with low specularity, emphasizing a rough, non-reflective surface that absorbs light diffusely. Coloration is derived from natural pigments—earthy browns, muted tans, and subtle greys—distributed irregularly to reinforce the organic appearance. These colorants correspond directly to the BaseColor (Albedo) channel in PBR workflows, delivering realistic diffuse shading across all lighting conditions.

Technically, the Normal map captures the intricate relief of wrinkles, cracks, and pits, creating pronounced surface detail that reacts dynamically to lighting in real time. The Roughness map is finely tuned to represent varying degrees of surface friction, with elevated roughness on cracked and pitted areas contrasted by slightly smoother skin folds, enhancing the perception of depth and material variation. The Metallic channel remains near zero, consistent with non-metallic organic tissue, while the Ambient Occlusion map accentuates shadowed crevices and folds to boost depth perception. The Height (Displacement) map adds geometric realism by enabling subtle parallax effects or tessellation, crucial for close-up renders that demand high fidelity.

Optimized for Blender, Unreal Engine, and Unity, this texture is designed to tile seamlessly without visible repetition, supporting high-quality photorealistic rendering workflows. The 8K resolution ensures that even the finest skin micro-details are preserved, allowing for detailed close-ups and large-scale applications alike. For practical use, it is advisable to adjust UV scaling carefully to maintain natural wrinkle proportions and avoid distortion. Additionally, blending height and normal maps with subtle roughness variations can enhance realism by simulating wear patterns and differential aging across the skin surface.

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.