This seamless 3D PBR texture at 8K resolution presents a detailed and photorealistic depiction of wet tire prints on a muddy track. The primary substrate is a naturally compacted soil base, composed of fine-grained clay and silt particles combined with organic matter, creating a soft yet cohesive terrain. The surface exhibits a damp, saturated finish characteristic of recent rainfall or water exposure, which enhances the reflectivity and subtle sheen typical of wet soil. The tire imprints themselves manifest as intricate negative relief patterns, formed by the tire grooves pressing into this moist substrate. These grooves reveal alternating ridges and channels that capture the complex geometric form of manual tire tread designs, with overlapping prints adding a realistic randomness and layering effect across the texture.
From a material perspective, the wet soil's absorbent qualities influence the texture's porosity and roughness, reflected in the PBR maps. The BaseColor (Albedo) channel captures the muted earth tones—rich browns and dark grays—interspersed with the glossy highlights of moisture. The Normal map encodes the fine details of tire groove depth and the subtle soil undulations between prints, emphasizing the three-dimensional relief. Roughness values vary across the texture, lower on the wet, reflective soil surfaces and higher on drier, exposed soil patches, accurately simulating the heterogeneous wetness. The Metallic channel remains near zero, consistent with natural soil materials, while Ambient Occlusion enhances shadowing within the tire grooves and overlapping print intersections. Height or displacement maps provide precise elevation data to simulate the imprint depressions and soil displacement realistically.
The underlying pattern is non-uniform due to the manual tire prints overlapping in natural sequences, yet the texture is designed for seamless tiling, enabling large-scale terrain coverage without visible repetition. This is particularly useful in 3D applications involving off-road vehicle simulations or environmental scenes where authentic ground interaction is critical. The texture’s surface finish balances between matte and semi-gloss, replicating the wet soil’s subtle reflectivity under neutral lighting conditions. Colorants are naturally derived from the soil composition, with no artificial pigments, maintaining a true-to-life appearance.
Fully compatible and optimized for Blender, Unreal Engine, and Unity, this high-resolution texture allows for detailed close-ups and expansive surface applications alike. When integrating, it is advisable to carefully adjust the UV scale to maintain realistic tire print dimensions relative to vehicle size. Additionally, fine-tuning the roughness channel can help emphasize the wetness effect, while blending height and normal maps can improve the perception of depth and surface interaction under dynamic lighting conditions. This approach ensures the wet tire prints retain their natural complexity and tactile quality across diverse rendering 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.
