Seamless 3D Texture PBR 8K Sticky Tacky Slimy Wet Rubber Surface free download

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

Preview — Seamless 3D Texture PBR 8K Sticky Tacky Slimy Wet Rubber Surface

Texture Info

IDseamless-3d-texture-pbr-8k-sticky-tacky-slimy-wet-rubber-surface
CategoryTactile
FormatsWEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
ColorsRGB
TileableYes

This seamless 3D PBR texture features an ultra-high-definition 8K resolution portrayal of a sticky, tacky, and slimy wet rubber surface, expertly crafted to capture the intricate synthetic qualities of rubbery elastic polymers. The base substrate simulates a plasticized synthetic rubber material, combining flexible polymer chains with subtle elastic fibers embedded beneath a glossy, shiny finish. This surface exhibits a complex interplay of smooth polished areas alongside scuffed, scratched imperfections and finely chipped paint details, reflecting typical wear and weathering on industrial or toy rubber surfaces. The texture’s porosity is minimal, with a mostly non-porous, rubbery appearance enhanced by slight surface micro-roughness and wetness that offers realistic light reflection and diffusion. Colorants are represented through layered pigments and subtle oxide layers that enrich the deep black and muted charcoal base tones with hints of reflective highlights, giving the rubber a tactile, sticky, and slightly translucent look.

Within the PBR channels, the BaseColor/Albedo map conveys the rich dark hues combined with paint chips and subtle discoloration, while the Normal map brings out detailed micro-variations such as scratches, scuffs, and the gentle undulations of the slick rubber surface. The Roughness channel balances glossy wet areas with matte scuffed parts, delivering a convincing contrast between polished and worn finishes. The Metallic map remains close to zero, reflecting the non-metallic nature of rubber, whereas the Ambient Occlusion map enhances depth perception in crevices and chipped zones. The Height/Displacement channel adds subtle 3D relief effects to emphasize surface irregularities, contributing to a highly realistic tactile wet rubber look ideal for close-up renders.

Designed for seamless tiling, this texture ensures continuous, natural coverage without visible repetition or seams, making it perfect for a variety of uses including wet industrial materials, toy surfaces, and sci-fi assets requiring an authentic sticky and tacky rubber appearance. Its 8K resolution guarantees exceptional detail and clarity suitable for high-end projects and is fully optimized for compatibility with Blender, Unreal Engine, and Unity workflows. For optimal results, it is recommended to adjust the UV scale carefully to maintain the texture’s fine details and to fine-tune the roughness parameter to control the balance between slimy wetness and worn matte areas, enhancing realism in different lighting conditions.

The material features a sticky tacky surface with detailed 3D texture, optimized as an unreal blender ready asset for realistic PBR rendering.

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.