This seamless 3D texture showcases a high-resolution 8K glossy finish blow molded plastic surface, designed specifically for advanced PBR workflows in 3D applications like Blender, Unreal Engine, and Unity. The base material is a polymer substrate typical of blow molded plastics, exhibiting a hard, impact-resistant composition that ensures durability in furniture and similar design projects. The texture’s surface finish reflects a polished, glossy coating enhanced by fine coarse grain details, which simulate the subtle manufacturing traits inherent to blow molding processes. These include visible flow patterns and slight variations in grain orientation, contributing to a realistic tactile feel and visual complexity.
The colorants embedded within the polymer matrix consist of bright, vibrant pigments that establish a rich, colored plastic appearance, carefully balanced across the BaseColor (Albedo) channel to optimize reflectivity and saturation. The Normal map captures the micro-geometry of the coarse grain and subtle molding imperfections, adding depth without compromising the smooth gloss. Roughness values are finely tuned to maintain a shiny, reflective surface typical of blow molded finishes, while the Metallic channel remains minimal, accurately representing the non-metallic nature of the plastic. Ambient Occlusion emphasizes the slight recesses and contours created by the manufacturing process, and the Height/Displacement channel enhances the sense of tangible surface detail when used with parallax or tessellation techniques.
Thanks to its seamless tiling capability, this blow molded plastic texture allows for perfect repetition without visible breaks or seams, making it ideal for large-scale furniture models and interior design visualizations requiring consistent, realistic material coverage. Its 8K resolution ensures exceptional detail even at close-up views, facilitating high-fidelity renders for product design, architectural visualization, and game asset development. The texture is fully optimized and Unreal, Blender, and Unity ready, enabling quick integration into diverse PBR pipelines.
For practical application, adjusting the UV scale to slightly larger dimensions can enhance the visibility of the coarse grain pattern, while fine-tuning the roughness channel allows control over the gloss intensity to match different lighting conditions or design preferences. This seamless 8K glossy finish blow molded plastic texture presents an excellent solution for designers seeking a vibrant, realistic, and durable material surface in their 3D projects.
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.
