This seamless 3D PBR texture, rendered at an impressive 8K resolution, captures the intricate interplay of oil slicks and stains spread across a worn, metallic substrate. The base material suggests a weathered steel or painted metal surface, displaying subtle corrosion and paint fade indicative of prolonged environmental exposure. The geometric form is irregular and organic, mimicking natural fluid dispersion patterns typical of spilled oil combined with the cracking and chipping of aged paint and grime buildup. Fine mud cracks and surface corrosion reveal underlying oxidation processes, while wet marks and water droplets add a dynamic layer of moisture interaction, enhancing the textural complexity and realism.
Compositionally, this texture combines a solid metal or industrial base, likely steel or aluminum, with a thin, deteriorating paint layer acting as a binder that adheres oil residues and grime to the surface. The oil slicks and stains form viscous, semi-transparent films characterized by iridescent color shifts, created by microscopic interference patterns within the thin oil layer. These films overlay rough, porous paint areas with accumulated dirt and fine particulate aggregates, contributing to a non-uniform surface porosity. The paint’s pigment has partially faded due to UV exposure, revealing subtle color desaturation and discoloration. The surface finish is a complex blend of oxidized metal with wet, glossy regions from oil and water, contrasted by matte, dusty grime patches.
In terms of PBR channel mapping, the BaseColor (Albedo) captures the nuanced color variations of oil’s iridescent sheen, faded paint tones, and grime’s earthy hues. The Normal map emphasizes micro-geometry such as mud cracks, paint peeling, and water droplet curvature, providing depth and tactile variation. Roughness maps delineate the slick, low-roughness oily patches and water droplets against rougher, corroded, and dusty paint areas. The Metallic channel reflects the underlying metal substrate’s properties, modulated by the paint and oil layers’ diminished metallic response. Ambient Occlusion enhances shadowing around cracks and grime accumulations, while Height or Displacement maps define the subtle elevation changes of corrosion, paint peeling, and water droplets, adding realism in close-up renders.
This texture is fully optimized for use in Blender, Unreal Engine, and Unity, supporting high-fidelity visuals in automotive, industrial, and environmental 3D scenes requiring photorealistic slick surfaces. For practical application, it is recommended to carefully adjust the UV scaling to maintain the natural scale of water droplets and oil patterns, avoiding repetition artifacts. Additionally, fine-tuning the roughness values can help balance between glossy wet marks and matte grime buildup, while blending height and normal maps can enhance surface detail without causing excessive geometric distortion.
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.
