This seamless 3D PBR texture presents a highly detailed mud tire surface, characterized by its deep tread pattern and realistic mud splatter effects. The geometric form is dominated by an aggressive, angular tread design typical of offroad vehicle tires, featuring interlocking blocks and wide grooves that channel mud away from the contact patch. The base material simulates a dense rubber substrate, combining synthetic elastomers with reinforcing fibers embedded within to enhance durability and flexibility. This rubber is modeled to exhibit slight surface porosity and subtle weathering, reflecting the tire’s exposure to wet, abrasive environments. The mud elements appear both embedded deep within the grooves and scattered across the tire’s raised tread blocks, representing fresh mud deposits with varying thickness and adherence.
Compositionally, the tire’s rubber is conceived as a composite of hydrocarbons with carbon black pigment providing the dark base color, visible in the BaseColor (Albedo) channel. The mud splatter includes fine aggregates of clay and organic matter, introducing color variation from dark brown to muted grayish tones. The Normal map captures the intricate details of the tread’s sharp edges and the irregular mud deposits, enhancing the tactile quality of the surface. Roughness values vary across the texture, with the rubber exhibiting a matte finish and moderate roughness to simulate natural wear, while the mud areas show a slightly glossier, wet appearance. The Metallic channel is effectively zero, as neither rubber nor mud possesses metallic properties, while Ambient Occlusion enhances the shadowing in the deep grooves and under mud clumps, adding depth to the overall form. Height/Displacement maps emphasize the pronounced tread relief and the volumetric buildup of mud, contributing to realistic parallax effects.
Rendered in 8K resolution, this texture provides exceptional detail suitable for close-up views in modern 3D engines such as Blender, Unreal Engine, and Unity. The high pixel density ensures that the intricate interplay of rubber grain, mud texture, and tread geometry remains crisp, avoiding blurring or pixelation when scaled. The seamless tiling capability allows for extended surface coverage on tires of various sizes without visible repetition, preserving immersion in both real-time and offline rendering workflows.
For optimal use, it is recommended to adjust the UV scale to match the specific tire model’s proportions, ensuring the tread blocks align realistically with the geometry. When setting roughness, blending between the rubber and mud splatter regions can enhance the wet effect, with lower roughness values applied to mud to simulate moisture. Incorporating height or parallax mapping alongside the normal map will further accentuate the depth of the tread and mud accumulation, providing convincing offroad tire visuals under dynamic lighting conditions.
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.
