This seamless 3D texture in stunning 8K resolution captures the intricate surface characteristics of scuffed plastic, enhanced by realistic oil slick and greasy details that contribute to a highly authentic worn appearance. The base material is a polymer substrate, commonly used in consumer products and industrial machinery parts, exhibiting natural surface degradation from prolonged use. The texture reveals subtle abrasions and fingerprints embedded in the BaseColor/Albedo map, while the Normal map accentuates microscopic scuffs, scratches, and pitted imperfections. The Roughness channel reflects the varying degrees of surface wear, ranging from glossy oil slick patches to matte, worn plastic areas, creating a convincing interplay of light and shadow. This combination ensures the surface finish appears both slightly polished in oily zones and diffusely scuffed where the plastic has weathered or accumulated grime. The Metallic channel remains low, consistent with plastic’s non-metallic nature, while Ambient Occlusion enhances crevices and smudged depressions, adding depth and realism. Subtle height variations in the Height/Displacement map further emphasize the textured, uneven surface typical of aged plastic with greasy residues and water stains.
Colorants in this texture include muted pigment layers beneath an oily film, giving the plastic a slightly dulled yet dynamic appearance with subtle color shifts caused by the oil slick’s iridescence. The greasy smudges and water stains are rendered with precision to convey porosity changes and surface contamination. The texture tiles perfectly, making it ideal for seamless application across large 3D environments, ensuring no visible repetition or breaks. Its photorealistic quality and high resolution make it fully compatible with PBR workflows, optimized for use in Blender, Unreal Engine, and Unity. Whether applied to industrial equipment, consumer electronics, or automotive components, this 3D texture enhances realism by simulating the complex interaction between plastic, oil, and accumulated dirt.
For practical use, adjusting the UV scale allows you to tailor the detail density to suit the model size, while fine-tuning the roughness values can emphasize either the slick oil patches or the matte worn plastic to match your scene’s lighting conditions. Leveraging the height map with parallax occlusion mapping can further enhance surface depth, making this scuffed plastic texture a versatile and valuable material for any project requiring an authentic aged plastic look with oily, greasy surface details.
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.
