This seamless 3D texture presents an intricate tire print pattern characterized by deep, aggressive tread grooves designed specifically for offroad terrain. The geometric form consists of a repeating pattern of interlocking blocks and channels that simulate a manual tire imprint pressing into wet soil. The substrate material is primarily compacted earth, enriched with fine aggregates of clay, silt, and organic matter to create a slightly porous surface. These particles combine with moisture to form a cohesive, malleable medium that captures the tire’s tread detail, including the subtle displacement of mud splashes and soil imprints. The texture exhibits a matte finish with a natural dampness, reflecting the wet soil conditions under which the tire track was formed.
From a material composition standpoint, the tire tread impression involves substrate adhesion where the soil acts as the base, and moisture serves as a binder, holding soil grains together and accentuating depth within the tread pattern. The surface color is dominated by earthy browns and dark grays, influenced by organic pigments and wet soil saturation, producing a realistic albedo map that faithfully represents natural terrain coloration. The PBR texture maps include a high-resolution BaseColor (Albedo) channel capturing subtle color variations; a finely detailed Normal map that replicates the raised tread blocks and recessed channels; and a Roughness map reflecting the contrast between smooth, wet soil areas and rougher, drier aggregates. The absence of metallic elements results in a near-zero Metallic map, while Ambient Occlusion enhances shadows within the tread cavities to emphasize depth. The Height/Displacement map further accentuates the pronounced tread relief, essential for realistic parallax or tessellation effects.
Rendered at an impressive 8K resolution, this texture ensures exceptional clarity and detail, suitable for high-fidelity projects in Blender, Unreal Engine, and Unity. The seamless tile repeat allows for easy extension across large terrain surfaces, maintaining continuity without visible seams. For optimal results, it is recommended to adjust the UV scale to match specific vehicle tire dimensions, ensuring the tread pattern aligns proportionally with the modeled wheel size. Additionally, tuning the Roughness map can simulate varying soil moisture levels, from slick, muddy tracks to dry, dusty imprints. Blending the Height or Normal maps with environment-specific displacement enhances depth perception and physical interaction within offroad simulations or game 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.
