This seamless 3D texture showcases soft grain vegetable tanned leather rendered at an impressive 8K resolution, designed to deliver exceptional realism for digital materials in architectural visualization and high-end leather goods rendering. The base substrate is an organic vegetable tanned leather, characterized by its natural grain structure and gently aged appearance. The vegetable tanning process uses natural tannins extracted from plant sources, which interact with the collagen fibers in the leather to create a durable yet supple material with subtle fine wrinkles and creases. These surface features reveal the fibrous grain orientation and porosity of the leather, contributing to an authentic tactile impression. The matte finish enhances the natural softness of the grain, avoiding glossy reflections and promoting a realistic diffusion of light across the surface.
In terms of materials composition, the texture simulates the interplay of pigments and natural colorants within the leather’s surface layers, reflecting its warm, earthy hues typical of vegetable tanned hides. The PBR channels are carefully mapped to replicate these physical characteristics: the BaseColor/Albedo channel captures the nuanced natural grain and color variation, while the Normal map emphasizes the fine wrinkles and creases contributing to perceived depth. The Roughness channel defines the soft matte finish, controlling light scattering without introducing unwanted shine. The Metallic channel remains minimal, as leather is a non-metallic organic material, ensuring accurate light absorption and reflection behavior. Ambient Occlusion enhances shadow details around grain recesses and folds, and the Height/Displacement map subtly accentuates surface relief for enhanced parallax and depth effects.
Optimized for seamless tiling, this soft grain vegetable tanned leather texture is Unreal, Blender, and Unity ready, making it highly versatile for various 3D projects. Its ultra-high 8K resolution ensures that even close-up renders maintain crisp detail and natural variation, ideal for rustic and natural furniture designs or any application requiring an authentic leather surface. For optimal results, it is recommended to adjust the UV scale carefully to maintain the integrity of the grain pattern, and to fine-tune the roughness parameter to balance between softness and subtle surface irregularities depending on lighting conditions. This attention to material fidelity and detail makes it a valuable asset for realistic digital leather surfaces in games, animations, and product visualizations.
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.
