This seamless 8K PBR texture represents a high-performance racing slick tire characterized by a linear tread pattern optimized for maximum contact on dry asphalt surfaces. The base material is a dense, vulcanized rubber composite, engineered for durability and grip. The substrate consists of tightly packed polymer chains reinforced with carbon black fillers, providing strength and elasticity. Binders and adhesives within the composite ensure cohesion and resistance to deformation under extreme stress. The surface form is defined by parallel, shallow grooves that create the linear tread, designed to maximize friction while minimizing water displacement, typical of slick tires used in professional motorsports.
The texture’s surface finish is matte with subtle dry splatter marks, simulating fine dust and light tire wear accumulated from dry track conditions. This introduces a slight micro-roughness variation, enhancing realism by mimicking the gradual abrasion and particulate buildup on the tire’s contact patches. Color-wise, the base albedo is a deep black with nuanced dark gray highlights in the worn areas and faint brownish dry splatter pigments interspersed lightly. The physical weathering is captured through ambient occlusion and height maps, showing minor indentations and raised edges along the tread pattern, while the normal map emphasizes the linear grooves and subtle surface irregularities from wear and dust.
Within the PBR workflow, the BaseColor map delivers the rich black rubber tone with dry splatter accents; the Normal map defines the intricate linear tread geometry and surface micro-details; Roughness varies slightly to differentiate smoother, newer tread areas from rougher, worn patches; the Metallic channel remains near zero, as rubber is non-metallic; Ambient Occlusion highlights recessed tread edges and wear crevices, enhancing depth perception; Height/Displacement maps provide precise elevation data for the grooves and splatter texture, allowing realistic parallax effects.
Rendered at an 8K resolution, this texture ensures exceptional detail suitable for close-up visualization in Blender, Unreal Engine, and Unity projects. When applying the texture, it is advisable to carefully adjust the UV scale to maintain the proportionality of the linear tread relative to the 3D tire model. Additionally, fine-tuning roughness values can help achieve the desired balance between shininess and matte rubber effects, while blending height and normal maps can enhance the tactile feel of the tire surface without compromising performance in real-time 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)
- 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.
