Mud Dirt Stones — Brown Mud Dirt Stones Dry — PBR seamless 3D texture free download

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

Preview — Mud Dirt Stones — Brown Mud Dirt Stones Dry — PBR seamless 3D texture

IDbrown-mud-mud-dirt-stones-dry-ground-soil
Mud
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This high-quality seamless 3D texture represents a natural composition of brown mud dry dirt and scattered stones designed to replicate realistic outdoor terrain and ground surfaces. The material simulates organic matter such as granular soil plant debris twigs and earthy earth elements capturing their textural complexity with balanced detail and performance. This physically based rendering (PBR) texture is optimized for modern pipelines and supports the metal/rough workflow ensuring consistent shading and accurate surface response across DCCs game engines and offline renderers. Its base substrate imitates the porous slightly compacted soil mixed with mineral aggregates and small stones while subtle color variations arise from natural pigments and oxide layers that give the mud and dirt their warm brown tones and dry weathered appearance. The surface finish suggests a matte roughened terrain with organic irregularities emphasizing natural outdoor environments.

The PBR maps included—albedo (BaseColor) normal roughness ambient occlusion (AO) and height—work together to deliver a comprehensive representation of the material’s physical properties. The albedo channel captures the diffuse coloration of the muddy and earthy ground with nuanced browns and grays reflecting soil and stone pigments. The normal map encodes fine surface details such as the bumps and grains of dirt stones and twigs enhancing the tactile realism without increasing geometry. Roughness controls the material’s microsurface reflectivity portraying the dry matte characteristics of soil and organic matter. Ambient occlusion adds depth to crevices and uneven terrain while the height map provides parallax and displacement information for enhanced surface relief ideal for close-up renders. The metallic channel is appropriately calibrated to zero as the material is non-metallic.

Available at a sharp 4K resolution with an optional 8K upgrade this texture ensures crisp detail for high-end visualizations and real-time applications in Blender Unreal Engine and Unity. Its tileable design allows seamless repetition across large terrains without visible borders making it suitable for natural outdoor scenes game assets and environmental visualizations. For best results it is recommended to adjust the UV scale to match the intended scene size and fine-tune roughness values to balance between wet and dry mud effects. Utilizing the height map with parallax or displacement techniques can provide additional realism by emphasizing the granular organic surface structure enhancing the perception of depth and material complexity in both close and wide shots.

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.