Seamless 3d texture pbr 8k old print tire tread on muddy track with faded tread and wet mud splash free download

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

Preview — Seamless 3d texture pbr 8k old print tire tread on muddy track with faded tread and wet mud splash

Texture Info

IDseamless-3d-texture-pbr-8k-old-print-tire-tread-on-muddy-track-with-faded-tread-and-wet-mud-splash
CategoryTire prints
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture at 8K resolution captures the intricate details of an old tire tread imprint embedded in a muddy track, showcasing a complex interplay between soil, wet mud, and worn rubber patterns. The base material is primarily natural soil combined with compacted mud, forming a soft yet firm substrate rich in fine-grained aggregates and organic particles. Over time, repeated tire passes have left faded tread patterns characterized by irregular depressions and smoothed edges, indicating weathering and erosion. The tire tread’s form consists of a manual tire print pattern, featuring linear grooves and block shapes typical of off-road tires, now partially obscured by wet mud splashes and soil displacement. This results in a textured surface with varied porosity and subtle micro-roughness due to moisture saturation and dirt adhesion.

The composition reveals a heterogeneous mixture where the soil acts as the primary substrate, bound by natural moisture and cohesive clay content, while the tire tread marks represent displaced aggregates and compressed soil layers. The faded tread areas display a combination of compacted sediment with reduced height variation, whereas the wet mud splashes add a glossy, reflective finish due to surface water films. Colorants arise naturally from the soil’s mineral content, ranging from deep browns and ochres to muted grays, with darker, saturated regions indicating moisture presence. The overall surface finish is semi-matte, with localized wet spots exhibiting increased specular highlights and subtle glossiness. These material characteristics translate into PBR texture channels as follows: the BaseColor (Albedo) map conveys natural earth tones and wetness variations; the Normal map encodes fine tread geometry and soil roughness; Roughness map highlights contrast between dry, rough soil and smooth wet mud; Metallic is negligible or zero, consistent with non-metallic natural materials; Ambient Occlusion enhances depth perception in crevices of the tread and soil imprints; Height/Displacement maps provide realistic depth cues for tire groove recesses and mud deposits.

Designed for seamless tiling, this texture integrates smoothly into 3D environments and is optimized for real-time engines like Unreal Engine and Unity, as well as offline renderers such as Blender’s Cycles and Eevee. Its ultra-high 8K resolution ensures exceptional detail fidelity, making it suitable for close-up shots and large-scale terrain visualizations where organic ground deformation and tire track aging are critical. The neutral lighting setup embedded in the texture maps ensures versatility across various lighting conditions and rendering workflows, allowing for consistent and realistic ground surface representation.

For practical use, it is recommended to carefully adjust UV scaling to maintain natural tread proportions relative to vehicle size and terrain. Additionally, fine-tuning the roughness map can enhance the wet mud’s reflective qualities, while blending height and normal maps can improve depth perception without excessive geometry displacement. This approach helps achieve an authentic portrayal of weathered tire imprints interacting dynamically with natural, muddy environments.

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.