This seamless 8K PBR texture represents a slick racing car tire surface characterized by a distinctive chevron tread pattern with realistic worn tread effects. The base material emulates high-quality vulcanized rubber, which forms the primary substrate of professional racing tires. This rubber substrate is densely compacted and reinforced with synthetic polymers acting as binders, lending durability and elasticity to the tire surface. Embedded within this matrix are finely dispersed carbon black pigments that provide the deep black coloration and UV resistance typical of road and race tires. The surface finish exhibits subtle micro-roughness with slightly polished highlights on the raised tread edges, simulating the smooth yet textured feel of a well-used tire.
The geometric form is dominated by the repeating chevron tread pattern, featuring angled grooves that channel water and improve grip. The pattern is designed with a realistic depth profile, capturing the interplay between fresh, new tread ridges and areas of gradual wear and abrasion. This worn tread effect introduces slight surface irregularities, including shallow cracks and soft edge rounding, reflecting tire wear from friction and road contact. Porosity is minimal but perceptible in the form of tiny surface pits and subtle weathering marks, enhancing the authenticity of the tire’s contact patch and sidewall regions.
In terms of PBR channel usage, the BaseColor (Albedo) map captures the deep black rubber tone with nuanced variations in dark grays where wear exposes slightly lighter rubber underneath. The Normal map defines the pronounced chevron pattern depth and the micro-details of worn edges, while the Roughness map governs the surface reflectivity, blending slick polished highlights on the tread peaks with matte roughness in the worn recesses. The Metallic channel remains near zero, consistent with non-metallic rubber materials. Ambient Occlusion enhances the shadowing within tread grooves and crevices, emphasizing depth and contact points. The Height/Displacement map adds an extra layer of relief to faithfully simulate tread depth and subtle surface damage when used in displacement-enabled renderers.
This texture is optimized for use in Blender, Unreal Engine, and Unity, providing seamless tiling and ultra-high 8K resolution for close-up renders and simulations requiring photorealistic tire surfaces. For practical application, it is recommended to carefully adjust the UV scale to match the specific tire model dimensions and to fine-tune the Roughness map intensity to balance between wet slickness and dry matte wear effects. Additionally, blending the Height map with Normal details can improve depth perception without excessive geometry subdivision, enhancing realism in real-time environments or high-quality offline renders.
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.
