This seamless 3D texture in ultra-high 8K resolution vividly captures the intricate details of sticky dark mud, offering an exceptional level of photorealism for digital environments. The base substrate is an organic, soil-rich composition with a dense, adhesive quality that reflects the natural cohesion of wet earth. This mud texture includes visible mud splatter and irregular clumps scattered unevenly across the surface, mimicking the chaotic deposition of sticky mud after rainfall or along riverbanks. The binders in this material simulate natural moisture and fine organic particles that create the tacky, cohesive feel, while the aggregates range from fine silt to coarse clay particles, adding granular depth and surface variation. The porosity of this mud is moderate, with some weathering effects visible through subtle cracks and embedded debris, enhancing the realism of wet, messy ground scenes.
In terms of materials and PBR channels, the BaseColor/Albedo map features rich, dark brown and black pigments that emulate soil minerals and organic matter, providing a deep, earthy tone. The Normal map accentuates the texture’s irregular surface by highlighting mud clumps, splatter droplets, and small ridges, giving a tactile, three-dimensional feel. The Roughness map varies across the surface to depict wetter, glossier patches alongside drier, matte areas, enhancing the authentic appearance of sticky mud. The Metallic channel remains near zero, as the material is non-metallic, while the Ambient Occlusion map enriches shadow details around clumps and surface indentations. The Height/Displacement map captures subtle elevation differences, such as raised mud clumps and splatter deposits, which can be leveraged in 3D rendering engines to create convincing parallax effects.
This texture is fully optimized and ready for use in popular 3D software including Blender, Unreal Engine, and Unity, ensuring seamless tiling across large terrains without visible repetition or seams. Its high resolution supports close-up rendering where fine mud details are crucial for immersive environmental effects, such as muddy paths, riverbanks, or construction sites after rain. For practical application, adjusting the UV scale to maintain a realistic mud granularity and fine-tuning the roughness map can greatly enhance the wetness perception. Employing the Height map with parallax occlusion mapping will further improve depth perception in interactive scenes, making this sticky dark mud texture ideal for nature-based simulations and realistic terrain modeling.
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.
