This seamless 3D texture captures the intricate details of slick tire tracks pressed into an asphalt surface, enhanced by the presence of compacted soil and subtle soil imprints. The base material primarily consists of aged asphalt, a composite of bituminous binders mixed with mineral aggregates such as crushed stone and sand, which forms a dense, yet slightly porous substrate. Over time, repeated contact with slick tires compacts the soil particles embedded within the asphalt’s microstructure, creating a unique linear pattern that echoes the tread design. This pattern manifests as a series of parallel, elongated grooves with crisp edges and occasional soil displacement, reflecting the manual imprint of tire contact under pressure.
Structurally, the texture exhibits a linear tread pattern characterized by alternating raised and recessed bands, simulating the geometry of slick tire rubber pressing into the ground. The asphalt’s surface finish is matte with a mildly weathered appearance, showing faint abrasions and subtle micro-roughness where the binder has eroded. Pigments within the asphalt include dark charcoal tones blended with earthy browns from soil deposits, creating a naturalistic color gradient that enhances depth perception. The compacted soil areas introduce a tighter grain pattern and slightly lighter hues, differentiating them from the surrounding asphalt matrix. This interplay of materials and form is expertly captured across the PBR channels: the BaseColor (Albedo) conveys rich color variation; the Normal map defines fine surface undulations and tread depth; Roughness adjusts reflectivity to represent worn asphalt and matte soil; Metallic remains near zero, as no metallic elements are present; Ambient Occlusion accentuates crevices within the tire track; and Height/Displacement maps provide realistic depth for geometry displacement in 3D environments.
Rendered at an 8K resolution, this texture offers exceptional detail fidelity suitable for high-end applications in Blender, Unreal Engine, and Unity. Its seamless tileability ensures that the linear tire track pattern can be repeated indefinitely without visible seams, making it ideal for urban street scenes, highways, or off-road surfaces in automotive visualization or simulation projects. The texture’s neutral lighting setup facilitates easy integration into various lighting environments and helps maintain consistent appearance across different rendering engines.
For practical use, it is advisable to adjust the UV scale carefully to maintain the natural proportions of the tire tread relative to the scene’s ground plane. Additionally, fine-tuning the roughness map can help simulate varying weather conditions, from freshly pressed slick tires with lower roughness to aged tracks where the asphalt appears dry and more reflective. Combining the height map with normal blending techniques can further enhance the realism of the tire impressions by providing subtle yet convincing surface relief without excessive polygonal detail.
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.
