This seamless 8K resolution 3D texture showcases a highly detailed bark texture combined with a synthetic nylon weave fabric, designed for physically based rendering (PBR) applications. The material composition mimics organic bark’s rough, porous surface with natural bark-like shapes while integrating the distinctive grid and interlaced fibers of a durable nylon substrate. The base substrate is a polymer nylon fabric providing structural strength, onto which bark-inspired pigments and organic colorants are applied to replicate the rich earth tones and subtle variations found in real bark. A matte finish enhances the realistic look by diffusing light softly across the surface, avoiding unwanted glossiness. This texture’s fibers orient in a tight weave pattern, creating a tactile fabric impression that complements the bark’s irregular grain and weathered appearance, perfect for outdoor and tactical gear simulations requiring both natural and synthetic detail fidelity.
Within the PBR workflow, this texture’s high-resolution 8K maps deliver exceptional detail across all channels. The BaseColor (Albedo) map captures the nuanced browns, greys, and subtle greens of bark combined with the muted nylon’s color tone, ensuring natural variation without artificial shine. The Normal map replicates the bark’s uneven surface and fabric weave relief, adding depth and realistic shadows when lit dynamically. Roughness values are carefully balanced to emphasize the matte, non-reflective surface typical of weathered bark and synthetic fibers. The Metallic map remains close to zero, reflecting the non-metallic nature of both bark and nylon. Ambient Occlusion enhances crevices between bark ridges and fabric weave intersections, adding contrast and dimensionality. Height or Displacement maps provide fine surface undulations that support parallax effects or tessellation for close-up renders.
Optimized for seamless tiling, this texture repeats flawlessly across 3D models with no visible borders, making it ideal for large-scale applications in Unreal Engine, Blender, or Unity. Its high resolution preserves intricate detail even on large surfaces such as outdoor apparel, backpacks, or camouflage gear, which require realistic bark-inspired aesthetics combined with synthetic fabric durability. For best results, adjusting the UV scale to maintain natural bark proportions and tuning roughness slightly higher can enhance the worn, weather-resistant look. This texture is a versatile asset for designers seeking authentic bark texture nylon weave fabric with realistic PBR qualities, ensuring natural appearance and robust material behavior in real-time or offline rendering environments.
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.
