Seamless 3d texture pbr 8k dust layers and grime buildup with dirt smudges and fingerprints for dirty surfaces free download

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

Preview — Seamless 3d texture pbr 8k dust layers and grime buildup with dirt smudges and fingerprints for dirty surfaces

Texture Info

IDseamless-3d-texture-pbr-8k-dust-layers-and-grime-buildup-with-dirt-smudges-and-fingerprints-for-dirty-surfaces
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture features multiple layers of dust and grime meticulously accumulated over a worn, painted metal surface, rendered in ultra-high 8K resolution. The base material is a slightly corroded steel or iron panel, characterized by a subtle brushed finish underneath the dirt buildup. The substrate shows faint signs of oxidation and microscopic pitting, enhancing surface irregularities that respond well to height and normal mapping. Adhesive residues and fine aggregates such as dust particles and dirt grains are distributed unevenly, creating realistic porosity and a tactile sense of weathered wear. The paint layer exhibits natural fading and color bleeding, where pigments have subtly leached and blended at the edges, simulating prolonged exposure to environmental factors.

In terms of PBR channel composition, the BaseColor (Albedo) captures the complex interplay of muted metal tones beneath layers of dull, dusty grime, overlaid with smudged dirt and distinct fingerprint marks that interrupt the uniformity. These fingerprints impart a slight oiliness and sheen variation, influencing the Roughness map by introducing localized areas of reduced roughness. The Normal map emphasizes the fine surface details, from shallow scuffs and wear marks to deeper scuff marks and scratches, adding dimensionality to the texture. The Metallic channel reflects the underlying metal’s properties, modulated to reflect varying metal exposure due to paint degradation and grime coverage. Ambient Occlusion enhances the perception of dirt accumulating in crevices and around imperfections, while the Height/Displacement map accentuates the layered buildup of dust and grime, as well as the subtle erosion of the paint surface.

The overall form is that of flat metal panels with a slightly uneven surface geometry from accumulated debris and weathering effects. The texture’s seamless nature allows it to tile continuously without visible borders, making it ideal for large-scale applications. This texture is optimized for use in Blender, Unreal Engine, and Unity, ensuring compatibility and efficient rendering workflows. It supports advanced shading techniques and physically accurate lighting models, maintaining high fidelity even under close inspection thanks to its 8K detail.

For practical integration, consider adjusting the UV scale to match the target model’s size for proper dust and grime distribution; too large a scale may result in repetitive patterns, while too small can blur fine details. Additionally, fine-tuning the roughness map can help balance the reflective quality of fingerprints and metal wear, achieving a convincing blend of matte and semi-gloss areas. When layering with height or parallax effects, blending the normal and displacement maps carefully will improve depth perception without introducing unnatural artifacts.

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.