This seamless 3D PBR texture presents an ultra-high-definition 8K resolution portrayal of top grain waxed leather, expertly crafted to capture the intricate details and luxurious qualities of this premium organic material. The base substrate is natural leather derived from the outermost layer of the hide, renowned for its durability and fine grain structure. The waxed finish adds a subtle protective coating, achieved through natural waxes and oils that penetrate the leather surface, enhancing its moisture resistance while maintaining breathability. This treatment yields a smooth, polished, and glossy surface with a distinct dark brown color enriched by rich pigment layers, allowing the natural grain orientation and tight texture to remain clearly visible, conveying authenticity and refined craftsmanship.
In terms of material composition, the texture showcases a compact grain pattern with very low porosity, reflecting the tightly packed collagen fibers characteristic of top grain leather. The surface possesses a slight patina effect, mimicking natural wear and aging without compromising the flawless appearance, ideal for photorealistic rendering. The PBR channels are meticulously mapped to represent these properties: the BaseColor/Albedo channel reveals the deep brown pigment and subtle color variations; the Normal map accentuates the embossed grain and fine wrinkles; Roughness is calibrated to reflect the glossy finish with low roughness values, replicating the waxed surface’s smoothness; the Metallic channel remains near zero, consistent with organic non-metallic materials; Ambient Occlusion enhances shadowed crevices for depth; and the Height/Displacement map captures the delicate surface undulations and grain relief, providing realistic tactile feedback in 3D environments.
This seamless texture is optimized for seamless tiling and is fully compatible with major 3D software such as Blender, Unreal Engine, and Unity, supporting physically based rendering workflows with ease. Its 8K resolution ensures exceptional clarity for close-up views and large-scale projects, making it perfect for contemporary furniture visualization, premium leather accessories, and detailed material studies within digital assets. For optimal results, it is recommended to carefully adjust UV scaling to preserve the natural grain size and to fine-tune roughness parameters slightly to match specific lighting conditions or desired gloss levels. Additionally, subtle height or parallax mapping can enhance the perception of depth, increasing realism in interactive or cinematic renders.
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.
