Seamless 3d texture pbr 8k peeling stickers and duct tape residue with torn paper and sticker tears effects free download

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

Preview — Seamless 3d texture pbr 8k peeling stickers and duct tape residue with torn paper and sticker tears effects

Texture Info

IDseamless-3d-texture-pbr-8k-peeling-stickers-and-duct-tape-residue-with-torn-paper-and-sticker-tears-effects
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture, rendered in an ultra-high 8K resolution, captures the complex and layered appearance of peeling stickers and duct tape residue over a worn, industrial surface. The base material simulates a weathered substrate, likely aged metal or painted wood, characterized by slight porosity and surface irregularities from prolonged exposure and wear. Over this, multiple layers of adhesive materials—old stickers, duct tape strips, and torn paper fragments—create a composite laminate effect. The peeling stickers and torn paper exhibit fibrous edges with visible grain patterns typical of paper and vinyl, while the duct tape residue presents a semi-translucent, fibrous mesh structure indicative of woven fabric embedded in a rubbery binder.

The composition showcases a realistic interplay of materials: the substrate base is coated with a dull, chipped paint layer, incorporating pigments that suggest faded warning labels and caution stripes in yellow, black, and red hues. These pigments are irregularly worn, revealing the underlying metal or wood texture. The adhesive binders, resembling aged acrylic or rubber compounds, retain a tacky, matte finish with subtle glossiness around edges where the tape and stickers curl. This tactile variation translates into the PBR maps as follows: the BaseColor (Albedo) channel reflects muted, desaturated colors with localized high-contrast areas where tears and residue expose different layers. The Normal map captures the torn edges, curled paper fibers, and adhesive wrinkles, providing pronounced microgeometry. Roughness varies across surfaces, with adhesive residues showing moderate roughness and worn paint areas presenting higher roughness due to erosion. The Metallic channel remains minimal or near zero, as most components are non-metallic, except for slight specular highlights on exposed metal substrate. Ambient Occlusion emphasizes crevices beneath torn paper and tape edges, enhancing depth perception, while Height/Displacement maps provide subtle relief to simulate curled edges and surface decay.

The geometric form of this texture is inherently irregular and organic, lacking repetitive patterns but designed to tile seamlessly for extended surfaces. The layered arrangement mimics real-world adhesive wear, with tape strips partially overlapping warning labels and torn paper patches, creating a visually rich and believable surface. This makes it ideal for urban environments, industrial props, or street signage within Blender, Unreal Engine, and Unity projects that demand photorealistic decal effects and surface detail at close camera distances.

For optimal usage, it is recommended to carefully adjust the UV scale to maintain the natural size of the stickers and tape elements, avoiding overly repetitive patterns. Additionally, fine-tuning the roughness channel can enhance the tactile feel, where increasing roughness around peeling edges simulates accumulated dirt and dust. Incorporating height or parallax mapping blended subtly with normal maps further accentuates the depth of torn paper and curling tape, adding realism without excessive computational cost.

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.