This seamless 8K PBR 3D texture depicts a detailed clay tire track pattern formed on wet, muddy terrain. The base material is a dense, fine-grained clay substrate mixed with varying amounts of moist soil and organic dirt, creating a complex, natural composition. The clay acts as a plastic binder, holding together fine silt and small granular aggregates, while the embedded dirt particles introduce subtle variations in texture and color. This combination results in a surface that is partially compacted yet exhibits natural porosity from trapped air and moisture, reflecting weathered conditions typical of offroad environments.
The geometric form features a continuous, repeating tire tread pattern characterized by deep, rugged grooves and raised ridges typical of an offroad tire. These impressions create sharp linear and blocky shapes that alternate in relief, producing intricate shadows and highlights. The surface finish is matte with a slightly damp sheen, simulating wet clay and mud splashes that cling to the tire prints. This finish conveys a tactile roughness and natural irregularity, with subtle micro-variations in roughness and height that enhance realism under dynamic lighting.
In PBR terms, the BaseColor (Albedo) map captures the earthy tones of moist clay and dark soil, combining muted reddish-browns with darker dirt patches. The Normal map encodes the fine surface details of the tire tread’s ridges and depressions, translating the geometric relief into realistic shading. Roughness varies across the texture, with wetter, smoother clay areas showing lower roughness values, while dry, coarse dirt patches exhibit higher roughness for diffuse reflection. The Metallic map remains near zero, as the material is non-metallic. Ambient Occlusion enhances depth perception by accentuating the tire pattern’s recessed areas, and the Height/Displacement map precisely defines the elevation differences between raised tread and compressed mud, enabling accurate parallax or tessellation effects.
This texture is optimized for high-fidelity rendering workflows and is fully compatible with Blender, Unreal Engine, and Unity. Its seamless nature allows for large-scale tiling without visible repetitions, making it ideal for texturing offroad trails, muddy tracks, or natural terrain surfaces in 3D environments. For best results, adjusting the UV scale to match vehicle tire dimensions will preserve pattern realism. Additionally, fine-tuning the roughness channel can simulate varying moisture levels, while blending height and normal maps can improve depth perception and interaction with dynamic lighting in real-time engines.
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.
