Seamless 8k PBR 3d texture of sliding window with scratched glass and subtle dirt buildup on sill free download

Texture. Formats: WEBP, PNG . License: Free for personal & commercial use.

Preview — Seamless 8k PBR 3d texture of sliding window with scratched glass and subtle dirt buildup on sill

Texture Info

IDseamless-8k-pbr-3d-texture-of-sliding-window-with-scratched-glass-and-subtle-dirt-buildup-on-sill
CategoryWindow
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 8k PBR texture captures the realistic appearance of a sliding window featuring scratched glass panes set within a metal or painted wooden frame. The primary materials include tempered glass for the window panels and a solid substrate for the frame—commonly aluminum or coated wood—characterized by a smooth yet slightly weathered finish. The scratched glass surface reveals fine abrasions and micro-scratches distributed unevenly, simulating years of exposure and wear. The window sill shows a subtle accumulation of dirt buildup, including fine dust particles and faint streaks caused by rainwater runoff, lending natural weathering effects. Smudges and fingerprints on the glass further enhance the tactile authenticity, while the window latch and handle exhibit minor oxidation and paint chipping, indicative of frequent use.

The geometric form of the texture aligns with a typical sliding window assembly, featuring rectangular glass panels bordered by linear frame elements and a flat horizontal sill plane. The materials’ composition involves a glass substrate with a clear, polished surface that has been scratched and dirtied over time. The frame and sill are composed of a solid base material—either powder-coated aluminum or painted hardwood—combined with binding agents in the paint layer, contributing to the textured surface roughness and subtle color variations. Dirt accumulation comprises fine particulate matter embedded in surface micro-crevices, while streaks result from water-soluble residues migrating along the sill’s flat surface. The latch and handle materials show metallic properties with slight oxidation, adding realistic imperfections to the metallic sheen.

In terms of PBR mapping, the BaseColor (Albedo) texture captures the nuanced hues of scratched glass—mostly transparent with grayish smudges—and the muted tones of the frame and dirt deposits. The Normal map defines fine surface irregularities such as scratches, dirt granularity, and subtle frame bevels, enhancing depth perception. Roughness maps vary across materials: the glass retains a low roughness with localized increases where dirt and smudges are present, while the sill and frame exhibit higher roughness values reflecting weathered paint and metal oxidation. Metallic maps highlight the window latch and handle, distinguishing them from non-metallic frame parts. Ambient Occlusion emphasizes crevices around the latch, window edges, and dirt deposits, boosting realism. Height or Displacement maps provide subtle relief for scratches and dirt buildup on the sill, aiding in parallax and tactile depth effects.

This texture is optimized at an 8k resolution, ensuring crisp detail and high fidelity in close-up architectural renders and real-time engines. It is fully compatible with Blender, Unreal Engine, and Unity workflows, supporting seamless tiling across multiple window units or large facades. For best results, consider adjusting the UV scale to match the actual window dimensions in your scene, and fine-tune roughness parameters to balance the reflective qualities of scratched glass versus matte frame surfaces. Additionally, blending normal and height maps can accentuate depth perception on scratches and dirt streaks, enhancing realism without excessive geometry.

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)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. 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.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. 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).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. 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:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. 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.


AITEXTURED Tools

Build, preview, and export seamless PBR materials. Generate full map sets from a single image, inspect them in a real-time WebGL viewer, and re-package maps for Unreal, Unity, and Blender—directly in your browser.