Seamless 3d texture pbr 8k cracked glass and broken glass shards with paint splatter and dirt smudges free download

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

Preview — Seamless 3d texture pbr 8k cracked glass and broken glass shards with paint splatter and dirt smudges

Texture Info

IDseamless-3d-texture-pbr-8k-cracked-glass-and-broken-glass-shards-with-paint-splatter-and-dirt-smudges
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture at 8K resolution captures the intricate details of cracked glass and broken shards layered with paint splatter and dirt smudges, creating a highly realistic shattered glass surface. The primary material is tempered glass, represented through a fractured geometric pattern of jagged shards and fissures that form an irregular mosaic. The glass substrate exhibits subtle variations in thickness and translucency, enhanced by surface corrosion and dust particles that simulate natural wear. These imperfections are visible in the BaseColor (Albedo) channel as muted grays and off-whites interspersed with darker paint pigments, while the Normal and Height maps emphasize the sharp edges and depth of the broken fragments, providing convincing relief and dimensionality.

Underlying the glass, layers of scratched plastic and weathered paint introduce additional complexity. The paint splatter appears as semi-opaque, multi-hued droplets and smears, applied unevenly to suggest an aged, industrial environment. Dirt smudges and dust particles settle into the cracks and surface recesses, increasing the visual roughness and ambient occlusion effects that deepen shadows around the shards. The Roughness map reflects this variability, ranging from glossy, smooth glass surfaces to matte, corroded areas where dirt and wear have accumulated. The Metallic channel is minimal but used to define subtle reflective properties in the paint and plastic layers, contributing to the overall tactile impression.

This texture’s composition implies a composite surface where glass shards are bonded or embedded within a scratched plastic matrix, with adhesive layers and corrosion deposits filling gaps. The porosity is low in the glass itself but higher in the paint and dirt layers, which show micro-roughness and diffuse scattering. The surface finish alternates between polished glass brilliance and matte, oxidized paint and plastic, captured through well-balanced PBR maps that work seamlessly across Blender, Unreal Engine, and Unity. The Ambient Occlusion channel enhances crevices and overlaps, emphasizing the layered depth and fractured geometry.

For optimal results, it is recommended to adjust the UV scale to preserve the fine details of the cracks and paint splatter without blurring. Additionally, tuning the roughness map can help emphasize either the glossy fractures or the matte dirt smudges depending on the desired weathering level. When using height or parallax mapping, blend carefully with normal maps to maintain a realistic surface relief without causing excessive distortion. This texture is ideal for visualizing damaged glass surfaces in realistic architectural visualizations, game environments, or cinematic effects where detailed imperfections and material aging are crucial.

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.