This seamless 3D PBR texture at 8K resolution depicts detailed tire prints embedded within an asphalt substrate, capturing the complex interplay between vehicle imprints and road surfaces. The base material is predominantly aged asphalt, composed of a dense mixture of bitumen binders and coarse mineral aggregates such as crushed stone and sand. This combination creates a slightly porous, rough surface that has weathered over time, exhibiting minor cracks and subtle wear patterns. The asphalt's dark gray to black coloration is punctuated by road dust and dirt deposits accumulated within tire grooves, adding visual depth and realism. The tire marks themselves form recessed linear grooves and flattened impressions, indicative of tire tread patterns pressed into both dry and wet asphalt patches.*
The geometric form of the texture is defined by organic, irregular tire groove patterns that repeat seamlessly, allowing for continuous application across large surfaces without visible borders. The tire skid marks introduce dynamic directional streaks that contrast with the static roughness of the surrounding asphalt. These marks vary in depth and intensity, reflecting the pressure and movement of vehicle tires. Road dust and dirt overlays soften transitions between tire prints and asphalt, simulating natural accumulation and erosion processes. The overall finish appears semi-matte with subtle gloss variations where wet asphalt patches reflect ambient light differently than dry areas.*
In terms of PBR mapping, the BaseColor (Albedo) channel captures the nuanced color variations of dark asphalt interspersed with lighter dust and dirt tones, as well as the muted sheen of wet patches. The Normal map defines the micro-geometry of the tire grooves, skid marks, and asphalt texture, providing realistic surface relief. Roughness values fluctuate to reflect the contrast between the smooth, wet areas and the rough, dry asphalt, while the Metallic channel remains near zero, consistent with non-metallic pavement materials. Ambient Occlusion enhances shadowing inside the deepest grooves and tire impressions, emphasizing depth. The Height/Displacement map delivers precise elevation differences between tire marks and road surface, supporting parallax effects or tessellation in rendering engines.*
This texture is optimized for high-end workflows, compatible with Blender, Unreal Engine, and Unity, ensuring photorealistic results in both real-time and offline rendering contexts. When implementing, it is advisable to carefully adjust the UV scale to maintain natural proportions of tire tread widths relative to the vehicle scene. Additionally, fine-tuning roughness can help balance reflections on wet versus dry asphalt areas, and blending normal and height maps can enhance the realism of tire groove depth without introducing artifacts. This makes the texture ideal for urban environments, road simulations, or any project requiring authentic vehicle imprint details on asphalt surfaces.*
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.
