This seamless 3D PBR texture at 8K resolution showcases a meticulously crafted camouflage paint layer applied onto a rugged fabric substrate. The base material simulates a tightly woven polymer fabric with visible grain orientation that enhances the tactile realism. The paint binder mimics a durable, weather-resistant polymeric coating embedded with earth-toned pigments—primarily warm browns and muted greens—carefully blended to replicate authentic camouflage patterns. Surface abrasions and scratches reveal subtle wear through the paint layer, exposing underlying fibers and creating a natural, battle-worn appearance. These effects combine to evoke a rough, matte finish with visible porosity and surface oxidation, suggesting prolonged exposure to harsh tactical environments.
In the PBR workflow, the BaseColor channel delivers the nuanced camouflage paint hues and fabric coloration, while the Normal map captures fine surface details such as woven texture, paint chips, and scratch depths. The Roughness map varies across the surface to emphasize abrasion effects, providing a weathered contrast between smoother painted areas and rougher exposed fabric fibers. The Metallic channel remains minimal to simulate a non-metallic polymer base, and Ambient Occlusion enhances shadowing within fabric weaves and paint crevices, increasing visual depth. Height and Displacement maps effectively represent the uneven surface topography caused by paint buildup, scratches, and worn fabric fibers, enabling realistic parallax effects in real-time engines.
Designed for seamless tiling and optimized for 8K resolution, this texture is fully compatible with Blender, Unreal Engine, and Unity, making it ideal for high-fidelity tactical renders or military vehicle models requiring authentic wear and tear. For best results, adjust the UV scale to match the model’s fabric detail size, and fine-tune roughness to balance the interplay of matte and worn glossy areas, enhancing realism. This texture excels at bringing battle-worn military equipment, tactical gear, or off-road vehicles to life with its combination of detailed camouflage paint, realistic scratches, and natural fabric highlights.
This 3D texture features a scratched surface with detailed PBR properties, optimized for seamless integration in Unreal Engine and Blender-ready workflows.
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.
