This seamless 8K PBR texture captures the intricate details of road tread tire tracks imprinted on an urban street surface, showcasing a complex interplay between asphalt substrate and residual rubber patterns. The base material predominantly consists of weathered asphalt—a composite of bitumen binders mixed with mineral aggregates such as crushed stone and sand particles. This foundation exhibits a moderately rough, porous surface with visible micro-cracks and subtle soil deposits embedded in crevices, reflecting the natural wear and environmental exposure typical of city streets. The manual tire prints overlay the asphalt with varying degrees of faded tread depth, indicating repeated traffic and partial erosion from weather and use.
The geometric form is defined by the repeating linear and curved patterns of road tread marks, which create a rhythmic, tileable array suitable for continuous surface coverage. The tread impressions are relatively shallow but distinctly textured, featuring a combination of raised rubber segments and compressed asphalt areas. These patterns replicate a manual tire print design, with a balanced distribution of tread blocks and voids that produce both visual and tactile variation. The texture’s surface finish is matte with a slight diffuse reflection from the asphalt, contrasted by the smoother, slightly polished rubber residue of the tire tracks, which highlights subtle differences in glossiness and surface wear.
In terms of PBR channel mapping, the BaseColor (Albedo) map accurately reproduces the dark gray to black hues of asphalt interspersed with muted soil tones and faded rubber blacks. The Normal map enhances the tactile perception by accentuating the micro-reliefs of aggregate granularity and the tread pattern’s depth variations. Roughness values correspond closely to the porous asphalt’s coarse texture, providing a higher roughness level, while the tire rubber marks present a somewhat lower roughness to simulate their smoother yet worn surface. The Metallic channel remains minimal or zero, consistent with the non-metallic nature of asphalt and rubber materials. Ambient Occlusion captures the shadowing within the deeper tread grooves and aggregate pores, enhancing depth perception. The Height/Displacement map offers subtle elevation differences between the asphalt substrate and the tire track impressions, facilitating realistic parallax or displacement effects.
This texture is optimized for high-detail applications in Blender, Unreal Engine, and Unity, ensuring compatibility across diverse 3D workflows and rendering pipelines. The 8K resolution provides exceptional clarity even at close viewing distances, making it ideal for urban environment modeling, traffic simulations, or architectural visualizations that demand authentic road surface detail. For practical usage, it is recommended to carefully adjust the UV scale to maintain natural tread proportions and to fine-tune roughness values to balance the contrast between asphalt and tire rubber surfaces. Additionally, blending height or normal maps can enhance the integration of the tire tracks with uneven ground geometry, improving realism in 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.
