Seamless 3d texture showing combustion and gunpowder residue after explosive ignition in detailed 8k pbr free download

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

Preview — Seamless 3d texture showing combustion and gunpowder residue after explosive ignition in detailed 8k pbr

Texture Info

IDseamless-3d-texture-showing-combustion-and-gunpowder-residue-after-explosive-ignition-in-detailed-8k-pbr
CategoryExplosion
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D texture depicts the complex aftermath of explosive ignition, focusing on the layered combustion and gunpowder residue left on roughened surfaces. The base material resembles aged concrete or weathered metal, heavily textured with burn marks and smoldering charcoal deposits. The underlying substrate is porous and irregular, featuring microfractures and pitted areas where explosive shockwaves have physically altered the surface geometry. Thin layers of adhesive-like combustion byproducts and granular gunpowder remnants scatter unevenly across the form, creating a tactile interplay of rough and cracked zones. These residues combine organic carbonized particles with mineral ash, resulting in a nuanced palette of deep blacks, grays, and muted browns, with thermal scorch gradients transitioning into subtle orange embers at the edges.

From a materials perspective, the surface finish is oxidized and matte, featuring a combination of rough patches and slightly smoother burnt areas where heat has partially melted or fused particles together. The texture’s PBR setup expertly maps these characteristics: the BaseColor (Albedo) channel captures the complex color shifts of charred gunpowder and thermal scorch hues, while the Normal map emphasizes the intricate pitted geometry and fractured layers caused by explosive force. Roughness values vary across the surface to distinguish between powdery residue zones—high roughness—and semi-fused burn marks with lower roughness. The Metallic channel remains minimal or near zero, reflecting the primarily non-metallic nature of the composite materials, while Ambient Occlusion enhances shadowing within crevices, intensifying depth perception. Height and Displacement maps provide fine detail for blast-induced surface deformations, allowing realistic parallax effects or micro-relief in real-time engines.

Rendered at an ultra-high 8K resolution, this texture ensures exceptional clarity and detail when applied to large-scale models or environments. It is optimized for seamless tiling without noticeable repetition, making it suitable for use in Blender, Unreal Engine, and Unity workflows. The high fidelity of the maps supports both close-up inspection and broad scene coverage, supporting photorealistic visualization of post-explosion damage on urban structures, industrial machinery, or battlefield debris. The neutral lighting condition baked into the albedo channel provides flexibility for dynamic scene illumination without color conflicts.

For practical integration, it is recommended to carefully adjust the UV scale to maintain the fine granular details of the gunpowder residue and burn patterns without overly stretching the texture. Additionally, blending height or parallax maps with normal maps can significantly enhance surface realism, especially for interactive or first-person perspectives. Fine-tuning the roughness channel allows artists to control the perceived dryness or slight glossiness of scorched areas, adapting the texture to varying environmental conditions such as rain or dust accumulation.

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.