This seamless 8K PBR texture captures the intricate details of wet tire prints embedded in a mixture of wet mud, soil, and asphalt surfaces. The base material is a composite of compacted soil and fine-grained mud layered atop weathered asphalt, showcasing a complex interplay between natural earth elements and man-made road materials. The substrate consists of densely packed mineral particles and organic matter, bound together by moisture acting as a natural adhesive, giving the surface its characteristic cohesion. Visible aggregates range from fine silt and clay particles to coarser grains, with occasional small stones embedded within the tire grooves. The wetness saturates the material, reducing surface porosity and creating a glossy, reflective finish that highlights the tire groove patterns with striking clarity.
The geometric form of the texture is defined by repeating tire track imprints featuring deep, curved grooves and tread patterns that mimic realistic road tire designs. The raised tire ridges and recessed channels form a rhythmic pattern that repeats seamlessly, making it ideal for large-scale surface applications without visible tiling. The tread patterns create subtle variations in surface height, which are accurately represented through the height/displacement map, enhancing the three-dimensional relief of the texture. The normal map further accentuates these details, simulating the micro-variations on the wet soil and asphalt surface, including the roughness of the dirt particles and the smooth, polished wet asphalt areas where water pools.
In terms of PBR channel composition, the BaseColor (Albedo) layer accurately reproduces the dark, rich brown hues of wet mud and soil contrasted with the muted gray-black of wet asphalt, interspersed with tire print dirt deposits. The Roughness map captures the variation between glossy wet patches and the slightly rougher, drier soil areas, providing realistic light scattering and reflections. The Metallic channel remains near zero, reflecting the non-metallic nature of the substrate. Ambient Occlusion enhances shadowed crevices within the tire grooves and soil creases, adding depth and realism. Height and displacement maps are finely tuned to emphasize the subtle elevation changes from tire ridges to depressions filled with water and mud, enabling precise parallax effects in supported engines.
This texture is optimized for use in Blender, Unreal Engine, and Unity, leveraging its ultra-high 8K resolution to deliver exceptional detail even at close camera distances. It is particularly suited for simulations of wet road conditions, muddy trails, and environments requiring authentic tire track impressions on varied substrates. For practical application, adjusting the UV scale to match scene context is advised to maintain natural proportions of the tire prints. Additionally, tuning the roughness map can simulate different moisture levels, from freshly wet to partially dried surfaces, while blending height and normal maps carefully ensures smooth transitions between raised tire grooves and flat asphalt areas, enhancing overall visual fidelity.
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.
