Weathered Brown Dirty — Brown Dirty Ground Dirty Ground Dry — PBR seamless 3D texture free download

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

Preview — Weathered Brown Dirty — Brown Dirty Ground Dirty Ground Dry — PBR seamless 3D texture

IDroots-uneven-old-weathered-brown-dirty-ground
Ground surface
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

The Weathered Brown Dirty seamless 3D texture is a physically based rendering (PBR) material meticulously crafted to replicate the organic complexity of aged dry ground found in natural outdoor environments such as forests and tree-covered areas. Its composition mimics the interplay between mineral substrates and organic dirt featuring a blend of fine soil particles and weathered roots embedded within an uneven porous surface. The base substrate showcases a predominantly earthy brown tone enhanced by subtle oxide layers and natural pigments that contribute to the weathered old appearance. The surface finish is rough and matte reflecting the dry gritty texture of natural dirt and ground complete with scattered aggregates and fibrous root impressions that add depth and realism to the material’s tactile feel.

This 3D texture pack includes comprehensive PBR maps—albedo (BaseColor) normal roughness ambient occlusion (AO) and height/displacement—each carefully optimized to convey the material’s detailed structure and weathered character. The albedo map captures the nuanced color variations of brown dirt interspersed with natural pigments while the normal map enhances the perception of uneven ground and root textures giving a lifelike 3D surface relief. Roughness is balanced to reflect the dry dusty quality of the dirt avoiding unwanted glossiness and the ambient occlusion map provides subtle shadowing in crevices and depressions emphasizing the depth of soil pores and root cavities. The height map supports parallax and displacement effects allowing for enhanced realism in real-time engines and offline renderers by simulating the intricate surface topography of natural ground.

Provided in 4K resolution with an optional 8K upgrade for high-end projects this texture is tileable and seamlessly integrates into modern pipelines offering reliable and consistent shading across Blender Unreal Engine and Unity. It is fully compatible with metal/rough workflows and includes calibration settings to maintain uniform appearance in both real-time and offline rendering contexts. For optimal results it is recommended to adjust UV scale carefully to avoid repetitive patterns and fine-tune roughness values to match lighting conditions ensuring the material blends naturally in outdoor scenes. The height map can be leveraged for subtle parallax effects to enhance the perception of depth without increasing geometry complexity making this texture ideal for natural floors forest grounds and weathered outdoor environments in game engines and digital content creation tools.

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.