This seamless 3D texture at an impressive 8K resolution showcases a khaki tan camouflage pattern rendered on a canvas fiber base, perfectly simulating the organic weave and rough tactile quality of natural fabric. The material composition reflects coarse cotton or linen fibers tightly interlaced with subtle irregularities in grain orientation, enhancing realism and natural variation. The worn paint overlay introduces layers of scuffed and cracked pigment, revealing weathered and faded colorants reminiscent of authentic desert and arid environment usage. These pigments, likely oxide-based earth tones, appear partially eroded through abrasion and exposure, giving the fabric surface a timeworn, porous finish that convincingly mimics real-world aging and wear. The interplay of binders and adhesives holding the paint to the canvas is evident in the micro-cracks and chipped areas, while the underlying canvas fiber remains visible beneath the distressed paint layers.
In the PBR workflow, this texture excels in conveying material authenticity across all relevant channels. The BaseColor (Albedo) map captures the khaki tan hues with natural pigment fading and subtle variations in tone, while the Normal map faithfully replicates the raised fiber texture and cracked paint surface, delivering tactile depth for realistic light interaction. Roughness values vary across the surface, with smoother, worn paint regions contrasting against the coarser, matte canvas areas, creating dynamic highlights and shadows. The Metallic channel remains largely unused, consistent with organic and fabric materials, while Ambient Occlusion enhances creases and fiber intersections, adding dimensionality. Height and Displacement maps emphasize the uneven surface topography, especially around paint chips and fiber bundles, providing excellent parallax effects for enhanced realism in 3D rendering.
Optimized for use in Unreal Engine, Blender, and Unity, this khaki tan worn paint seamless 3D PBR camouflage texture is ideal for digital assets requiring authentic fabric surfaces that evoke rugged desert conditions. Its seamless tiling ability and natural micro-variations ensure continuous coverage without obvious repetition, making it perfect for large-scale environmental or character modeling. For the best practical results, adjusting UV scale to slightly enlarge the fiber weave can enhance close-up detail, while fine-tuning roughness values allows customization of surface reflectivity to suit specific lighting scenarios or material aging levels in your project.
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.
