Seamless 3d texture pbr 8k scuff marks and foot scuffs with muddy footprints and wear marks for worn floors free download

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

Preview — Seamless 3d texture pbr 8k scuff marks and foot scuffs with muddy footprints and wear marks for worn floors

Texture Info

IDseamless-3d-texture-pbr-8k-scuff-marks-and-foot-scuffs-with-muddy-footprints-and-wear-marks-for-worn-floors
CategoryDecals
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture, rendered at an impressive 8K resolution, captures the intricate details of worn floor surfaces characterized by scuff marks, foot scuffs, muddy footprints, and various wear marks. The base material resembles aged concrete or industrial stone slabs, presenting a rough, porous substrate that has undergone extensive weathering. The surface exhibits subtle cracks filled with dried mud and dust layers that have settled over time, enhancing the tactile complexity. Paint fade and surface corrosion are evident in certain areas, indicating prolonged exposure to environmental stressors such as moisture and foot traffic. This combination of elements creates a naturally distressed appearance that is both organic and realistic.

The material composition can be understood as a composite of mineral aggregates bonded by a cementitious binder, typical of concrete or stone flooring. The aggregates—small gravel and sand particles—are visible through the worn and chipped paint layers, adding granular texture and depth. The surface finish varies from matte to slightly polished in less affected areas, while the corroded patches show oxidized and roughened spots. Pigments in the faded paint layer have shifted towards muted earth tones, incorporating subtle variations in browns, grays, and ochres, which blend seamlessly with the underlying substrate. Dust and mud deposits introduce additional color variation and micro-roughness, contributing to the overall aged aesthetic.

From a PBR workflow perspective, the BaseColor (Albedo) map accurately reflects the faded and dirtied paint combined with exposed aggregate and mud stains. The Normal map captures the fine surface relief, including the shallow scuffs, cracks, and footprint impressions, providing realistic light interaction. Roughness values vary across the texture, with smoother patches where paint remains intact and higher roughness in corroded or dusty areas to simulate diffuse reflections. The Metallic channel remains minimal or zero, consistent with the non-metallic nature of stone and paint. Ambient Occlusion highlights the recessed cracks and footprint depressions, enhancing depth perception. Height and Displacement maps offer precise surface topology for parallax effects or true displacement, essential for close-up visual fidelity in Blender, Unreal Engine, and Unity projects.

When applying this texture, consider adjusting the UV scale to maintain the natural size of footprints and wear patterns relative to the scene’s context. Fine-tuning the roughness map can help balance the wet and dry areas, especially around muddy footprints. For enhanced realism, blending height or parallax maps with normal maps is recommended to simulate the subtle depth variations of the surface without compromising rendering performance. This texture is ideal for floors, sidewalks, entryways, or industrial settings requiring detailed and photorealistic dirt, wear, and aging effects at a high resolution suitable for professional 3D 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)

  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

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