1/3
Add gritty terrain realism with this seamless PBR volcanic mud ground featuring sharp, stratified ridges, compacted clumps, and micro‑pitting that read convincingly at close range and across large tiles without visible repeats. The set includes production‑ready BaseColor, Normal, Roughness, Ambient Occlusion, and Height/Displacement maps as linear PNGs, ready for immediate use in Unreal, Unity, Blender, 3ds Max, Maya, V‑Ray, Arnold, Redshift, Octane, and Corona pipelines for fast look‑dev. Height data captures deep ruts and flaky edges for powerful parallax or displacement, while tuned micro‑roughness preserves a damp, compacted sheen suitable for lava fields, ash plains, post‑apocalyptic scenes, and rugged paths. Preview images show a shaded material ball for curvature response, a tiled terrain swatch to judge scale and continuity, and a neutral height sheet to evaluate macro depth and groove structure before integration. Deliverables target 4K resolution with optional 8K on request; normals follow OpenGL convention with a simple Y‑invert note for DirectX workflows; textures are seamless and organized for quick drop‑in setup under HDRI or directional lighting. Note: listing contains texture maps only; any meshes or scenes used in previews are excluded for a lightweight, engine‑ready download.
Key features
Dark, compacted volcanic mud with sharp ridges, pits, and layered deposits for cinematic ground detail.
Full PBR set: BaseColor, Normal, Roughness, AO, Height/Displacement; linear PNGs and tile‑safe layout.
Engine/DCC ready: UE5, Unity HDRP/URP, Blender, 3ds Max, Maya, V‑Ray, Arnold, Redshift, Octane, Corona, Substance.
What’s included
1× BaseColor (4K PNG, seamless).
1× Normal (OpenGL; invert Y for DirectX if needed).
1× Roughness, 1× Ambient Occlusion, 1× Height/Displacement; 16‑bit recommended for height fidelity.
Preview renders: material ball, tiled terrain, neutral height/flat sheet.
Usage tips
Use displacement/parallax at 2–6% to emphasize ridges; reduce for gameplay surfaces to maintain performance.
Start Roughness around 0.55–0.75 for damp compacted earth; lower slightly for fresh wet mud, raise for dry ash looks.
Blend with a sandy/ash material at slope or curvature masks for natural transitions on hills and crater
REVIEWS & COMMENTS
accuracy, and usability.
