This seamless 3D PBR texture, crafted at an impressive 8K resolution, captures the essence of soft touch suede leather with exceptional detail and realism. The material composition simulates a natural organic base substrate typical of genuine suede, characterized by densely packed microscopic fibers that create a fine, soft grain. The surface is treated to display a matte finish, achieved through subtle micro-roughness that diffuses light while preserving the delicate tactile quality of suede. Pigmented in a warm cream color, this texture replicates the natural dyeing process of leather, where organic colorants subtly penetrate the fiber layers, resulting in a smooth, consistent tone with faint surface variations and a subtle patina that enhances the authentic worn-in look. Adhesive binders and natural oils, implied by the texture’s softness and pliability, contribute to the supple feel and realistic deformation under virtual touch.
In terms of PBR channel representation, the BaseColor/Albedo map showcases the rich cream pigment with nuanced shading that reflects the natural grain orientation and slight discolorations typical of suede. The Normal map intricately reproduces the fine fiber structure and subtle surface undulations, adding depth without harsh edges. Roughness values are carefully balanced to represent the suede’s matte finish, with moderate roughness preserving the softness and preventing unwanted glossiness. The Metallic channel remains close to zero, reflecting the non-metallic organic nature of leather, while Ambient Occlusion enhances the perception of the fine grain and slight surface crevices. Height/Displacement maps provide gentle elevation differences that simulate the fibrous texture and subtle wear patterns, ideal for photorealistic rendering workflows.
Designed for seamless tiling, this suede leather texture is fully compatible and optimized for use in Blender, Unreal Engine, and Unity, making it an excellent choice for realistic digital design projects focused on furniture upholstery, fashion accessories, or any surface requiring a soft, natural leather finish. The high fidelity 8K resolution ensures crisp detail even in close-up renders, allowing artists to showcase the delicate fibers and soft touch characteristics without pixelation or blur. For practical application, it is recommended to carefully adjust the UV scale to maintain the natural grain size and to fine-tune the roughness map slightly lower if a slightly glossier suede effect is desired, enhancing material versatility across different lighting conditions.
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.
